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.
Possessor(s)
Spearheaded the creation of engaging environments that maintained the gameโs art direction pillars, gameplay clarity, bold
contrasting lighting, and moody atmosphere.
โฅ Concentrated on tightly designed compositions to allow for clarity of navigation and smooth, uninterrupted
play.
โถ Directed enviro art for multiple biomes/regions with unique characteristics, which included executing representative
environment spaces, and world building large and dense environments.
โถ Coordinated with other disciplines to retain a focus on combat and mobility without compromising on visual fidelity.
โฅ Collaborated with designers to devise engaging and visually striking combat spaces.
โฅ Trained other developers on art kit usage to craft high-quality, unique spaces that were thematically consistent.
โถ Independently designed and implemented tasks across the game, which included environmental asset kits, dramatic
lighting, recognizable landmarks for players, lighting
โถ Joined as 1 of 2 inaugural Senior Environment Artists to build art department from ground-up & kickstart studioโs 1st game
development project by co-creating visual direction, technical design documentation, core features, visual guidelines, &
pipelines.
โถ Co-directed and developed a brand new art pipeline from pre-production and onwards, including designing a systemic art
production method that allowed players to dynamically adjust color and material choices on virtually any building and prop
item.
โถ Collaborated extensively with the narrative and concept leads to craft a uniquely living wo
Ratchet & Clank: Rift Apart
Spider-Man 2
Crafted high-quality AAA scifi environments that maintained a full 60fps/16.6ms while utilizing advanced graphical features
(real-time raytracing).
8 Shipped Game Titles, 2 AAA 2 Multi-Award-Winning, Best-Selling
AAA Games (incl. 1 PS5 Launch Title)
Cover Artist for April 2015 Issue of
Popular Science Magazine
โถ Recruited to create environments for 2 award-winning AAA PS5 franchises: Ratchet & Clank: Rift Apart & Spider-Man 2โ
with Spider-Man 2 ranking as fastest-selling PS game (2.5M in 24 hrs.) & Ratchet & Clank ranking best-selling US game the
month of its release.
โถ Took over as the Art Teamโs point of contact and specialist on a system for creating dynamically destructible props &
assetsโdocumenting processes, giving feedback and testing of new features, and training the team on usage and best
practices.
โถ Transformed design blockouts into fully modular & performant environmentsโincluding modular kit creation, hero props,
world building, set dressing, texturing, prop OS briefs and management, cutscene modeling support in collaboration with
cinematics & animation team.
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