I am enthusiastic about making enjoyable games and outstanding art for games. My professional goal is to be a leader in my field, which includes becoming an art director and creating visually compelling games. In my pursuit of these goals, I aim to empower my team members, provide support for their needs, and be a leader to them as game production needs teams that not only operate well but enjoy working together.
Onboarded new artists. Introduced them to our pipeline. Elevated the whole team by providing instructions in advanced 3D techniques, feedback for artistic style, and asset specifications.
Oversaw art outsourcing, including visual style feedback and technical specifications.
Worked closely with programmers for asset pipeline workflow, engine look development, and providing feedback on final look.
Spearheaded new pipeline workflows and troubleshooted new glTF file format before the industry widely adopted glTF.
Prototyped look development and gameplay in Unreal and Unity. Including shader creation, and blueprint scripting.
Concepted, modeled, textured, and animated props, environments, characters and VFX.
Assisted artists in learning Substance Painter and Designer.
Modeled, unwrapped, and textured stylized assets from concept art and photos.
Rigged environments and props for animation and game play interaction.
Sculpted high poly organic models for high to low re-topology and baking.
Modeled using Sub D methods for high to low bakes.
Provided and received feedback on concept art, 3D assets, and game play.
Created environment levels using a mixture of tiling textures and unique hero assets.
Delivered environment levels early for game designers and under tech budget.
Created environment lighting and light map baking.
Trained artists and created tutorials on new software such as 3D Coat and Unity.
Assisted engineers to define art requirements on projects including creating new shaders for flow maps, water animations, and vertex lighting.
Scripted multiple playable prototype demos in Unity to flesh out game ideas. This included camera movement, character movement, interactive elements, NPC attacks, NPC movement, health pickups, FX, lighting, and more.
Modeled, unwrapped, and textured optimized stylized art for mobile devices.
Rigged and animated environment props such as windmills, cranes, traps, torches, rope pulleys.
Created environment FX such as ocean waves, waterfalls, rivers, fog, lamplight flickering, campfires, fireflies, wind blowing.
Built the initial block out phase of the art pipeline which defined the environments, asset dimensions, naming conventions, and art tech budget.