๐๐ถ! ๐โ๐บ ๐ ๐ฎ๐๐, ๐ฆ๐ฒ๐ป๐ถ๐ผ๐ฟ ๐๐ป๐๐ถ๐ฟ๐ผ๐ป๐บ๐ฒ๐ป๐ ๐๐ฟ๐๐ถ๐๐
Driven by a ๐ฝ๐ฎ๐๐๐ถ๐ผ๐ป ๐ณ๐ผ๐ฟ ๐ฐ๐ฟ๐ฒ๐ฎ๐๐ถ๐ป๐ด ๐ถ๐บ๐บ๐ฒ๐ฟ๐๐ถ๐๐ฒ ๐๐ถ๐ฟ๐๐๐ฎ๐น ๐น๐ฎ๐ป๐ฑ๐๐ฐ๐ฎ๐ฝ๐ฒ๐, my expertise lies in producing high-quality art for tentpole titles on modern consoles.
Iโve had the privilege of contributing to ๐ฎ๐๐ฎ๐ฟ๐ฑ-๐๐ถ๐ป๐ป๐ถ๐ป๐ด, ๐ฏ๐ฒ๐๐-๐๐ฒ๐น๐น๐ถ๐ป๐ด ๐๐๐ ๐๐ถ๐๐น๐ฒ๐ ๐น๐ถ๐ธ๐ฒ โ๐ฅ๐ฎ๐๐ฐ๐ต๐ฒ๐ & ๐๐น๐ฎ๐ป๐ธ: ๐ฅ๐ถ๐ณ๐ ๐๐ฝ๐ฎ๐ฟ๐โ ๐ฎ๐ป๐ฑ โ๐ฆ๐ฝ๐ถ๐ฑ๐ฒ๐ฟ-๐ ๐ฎ๐ป ๐ฎ,โ games that broke sales records, earned double-digit nominations at the Game Awards and DICE Awards, and garnered recognition for their groundbreaking visuals.
As a mentor and educator, Iโve also dedicated part of my career to ๐ด๐๐ถ๐ฑ๐ถ๐ป๐ด ๐๐ต๐ฒ ๐ป๐ฒ๐ ๐ ๐ด๐ฒ๐ป๐ฒ๐ฟ๐ฎ๐๐ถ๐ผ๐ป ๐ผ๐ณ ๐ฎ๐ฟ๐๐ถ๐๐๐. By sharing my knowledge and expertiseโinstructing undergrad courses like โAdvanced 3D Environmentsโ and โIntro to MayaโโI aim to foster a culture of continuous learning and excellence.
In every project, my goal is to not just create environments, but to ๐ฐ๐ฟ๐ฎ๐ณ๐ ๐๐ผ๐ฟ๐น๐ฑ๐ ๐๐ต๐ฎ๐ ๐ฒ๐ป๐ด๐ฎ๐ด๐ฒ, ๐ฐ๐ต๐ฎ๐น๐น๐ฒ๐ป๐ด๐ฒ, ๐ฎ๐ป๐ฑ ๐ฎ๐๐๐ผ๐ป๐ถ๐๐ต.
Ratchet & Clank: Rift Apart
Spider-Man 2: (Unreleased)
The Change, Internal Tech Demo (UE4: PC, VR, 2019)โ | Lead 3D Environment Artist
โ Coached a small team of junior artists to ensure that environmental assets were made to the quality set by the Project Lead and AD
โ Primary owner of all world building tasks including; greybox and composition design, per asset reference and direction, high > low poly models for
assets, texturing of props and landscape surfaces, set dressing, environment master shaders, optimization and performance testing
Robin Hood VR (Unity: Android VR, 2018)โ | Primary level owner and Environment Artistย
โ Built all environment tiles and texture sets used across the project, including heavily optimized textures atlasses, draw calls, and point counts to
enable high frame rates on mobile devices
โ Designed a texture creation workflow to achieve a consistent look of stylized reality in the environment
Curse of the Lost Pearl: A Magic Projector Adventure (Unity: Room-Scale Cooperative VR Experience, 2019)โ | Environment and Prop Artist
โ Created hero and set decoration assets from concept and from whole cloth with minimal direction
โ Created LOD sets for props and environment meshes
Unannounced Project (UE4: AR, 2018)โ | Environment Artist
โ Level owner of multiple areas of a real world environment on this unannounced title for mobile devices
โ Recreated real world buildings and areas to a very accurate degree of detail while remaining within mobile specs
โ Heavily optimized texture counts, draw calls, and shaders project wide
Tuebor (UE4, PC, 2016), Loops of Zen (UE4, iPhone, Android, 2016)โ | Environment and Prop Artist
โ Primary Level owner for several multiplayer environments, responsible for taking levels from design blockouts and concepts to final art
โ World building and level design greyboxing, modular environment kits and trim + tile textures, high > low poly props and textures, set dressing,
lighting, organic modeling, UE4 master material setup, and collision + performance optimization
โ Worked with AD and Lead Artist to maintain art quality and environment optimization across multiple maps with unique modular sets
โ Led junior artists, created asset tasks, and created technical and workflow documentation
โ Sole environment artist on the project, responsible for all environment work and props, as well as particle FX and lighting
โ World building, greyboxing, and design layouts, environment modeling, props, textures, and FX
โ Developed and helped maintain a consistent style for environment
โ Created 3D assets and environments for training tools and interactive engineering sandbox environments for defense clients
โ Worked closely with programmers and designers to create environments and props
โ Designed UI systems using HTML, CSS, and Photoshop
โ Used Maya and realtime rendering tool VRED to create renders of vehicles for clients like Polaris and Morgan Motors
โ Created marketing and online configurator images for release of the Polaris Slingshot vehicle
โ Worked directly with clients to create product renders and vehicle marketing images
โ Created syllabus and instructional materials guiding students through creating production ready game environments using UE4
โ Taught live demos with in person mentoring of studentโs projects
โ Introduced techniques for effectively planning and executing on complex environment
โ Taught Introductory Maya courses focusing on 3D Modeling, Texturing, Lighting and Rendering, Rigging, and Animation