|Gauntlet: Legends (1999)||(World Builders)|
|Gubble 2 (1999)||(Lead Artist/Art Director)|
|Renegade: Battle for Jacob's Star (1995)||(3D Modelling)|
|Super Bubsy (1995)||(Artists)|
|Andre Agassi Tennis (1993)||(Artists)|
|Dark Sun: Shattered Lands (1993)||(Art)|
|Rock n' Roll Racing (1993)||(Additional Artwork)|
|Cyber Empires (1992)||(Artists)|
|Escape from Monster Manor (1993)||(Intro 3D Animation)|
|Battlefield 1 (2016)||(Pipeline Support)|
|Medal of Honor: Allied Assault (2002)||(International Development)|
Paul was born at a very young age in the pink house ghetto of Orange County, California. There he grew-up spending ridiculous amounts of time, drawing flipbooks, riding his skateboard, playing stand-up arcade games and listening to punk rock.
While still in grade school, Paul borrowed his father's 8mm film camera without permission and made several short, stop action animated features. Though Paul’s father was annoyed to find his reserve movie film exposed, he was pleasantly surprised to see paper cutout attack subs patrolling the ocean, while a grande finale of PlayDoh, nuts and bolts did a twisted cabaret across the screen - a perfect ending to anyone’s summer vacation footage.
Few realized Paul’s genius, and his schoolteachers complained that he spent too much time drawing and not enough time paying attention during class. A few teachers even complained that the likenesses that he drew of them were not very likable. As a result, Paul's flipbooks and drawings were often confiscated and secured to circular file - like so many permanent student records.
After a late night binge with Ms. Pacman, Centipede, Crystal Castles, and a large pizza, Paul cashed in his game tokens for an Amiga 500 computer in 1987. It came with a mouse, a monitor, 512k of memory and no hard drive. However, with the accumulation of paint programs, 3D modeling software, additional memory, miscellaneous peripherals, and debt, Paul found himself thoroughly addicted to pushing pixels and cathode-ray tube flicker.
Armed with the knowledge of a James Sachs seminar and a copy of Deluxe Paint II, he immediately started to contract with a variety of clients that ranged from video production to game development.
In 1991, Paul landed a contract with a small, little known game company called Silicon & Synapse, later to be known as Blizzard Entertainment. There he worked as a Lead Artist on several PC and Super Nintendo projects before taking a position with Strategic Simulations, Inc. in 1992. Since then, Paul has worked for most of the major game companies in Silicon Valley, Electronic Arts, Accolade, and Atari Games - just to name a few.
Last updated: Nov 17, 2010