Shipped Game Titles:
- Cyber Clutch: Hot Import Nights (Early Access, Win 10)
- Rune 2 (Early Access, Win 10, PS4, PS5, XB1, XBX)
- Outpost Zero (Early Access, Win 10)
- Killer Instinct: Season 3 (XB1, Win 10)
- WWE Immortals (iOS, Android)
- Path to Luma (iOS, Android)
- Corpse of Discovery (PC)
- Heroes: Reborn (XB1, PS4, and PC)
10 years of game development experience. Focus in building highly detailed environments; UV mapping, texture map creation, shader setup, and lighting utilizing 3DMax, Maya, Substance, Photoshop, and Unreal Engine. Strong attention to detail in regards to form, shape, structure, and silhouette. Eye for light, shade, color, and detail when creating environments. Efficient and agile, experience in working well with others while under pressure to meet milestones and visual style.
Specialties: 3D Studio Max, Maya, ZBrush, Substance Suite, Adobe Photoshop, Unreal Editor (UE5, UE4, UT3/UDK), Unity Editor, PBR Lighting, UV Unwrapping, High and Low-Poly Modeling, Normal Mapping, familiar with Model/Texture to Engine Pipeline, Transfer Maps (AO, Normal), Substance Suite, XNormal, Faogen, nDO, PhysX Labs, RenderDoc.
The team was in need of an experienced environment artist that could set dress and do lighting. We had to work towards quick deliverables for our client, and I was provided support by a small team consisting of an art lead, a tech artist, and a few prop artists.
I made major contributions to three of our levels. The Arena and Rooftop Run I had the pleasure of set dressing from the ground up right after design was approved. Strand was a level I took partially done, completing its set dressing and lighting.
I performed most of my work creating several campaign dungeon maps in Rune 2, including one player vs player dungeon map. This involved environment map design, set dressing, lighting and post effects. Also made contributions to the main open world map, being assigned several regions to set dress and modify terrain and foliage to accommodate the mesh work.
Was also responsible for doing the art side of the destruction system for building structures. This required destruction phases with unique meshing and materials, as well as a Physx Apex destructible mesh with layers.
Prop/Environment Artist, with a focus on weapon creation. For weapons, created 3D sketches based on reference boards to help decide on the visual design of weapons. Modeled high and low polys using Maya, relying on Substance Painter for baking and detailed normal map/texture creation, as well as rigging weapons for animation. Implementation of assets within Unreal Engine 4.
Also provided support for environment art which included terrain sculpting, prop support, prop dressing, as well as resource placement in a giant open world map.
Lighting/Environment Artist for Season 3 of Killer Instinct. Used the Double Helix engine with Beast lighting. Was responsible for primarily lighting four environments, as well as creating light probes for characters and their accessories in specific levels. Had regular meetings with teammates to collaborate and critique each others work to push the visual art style of the game.
Contributions to the following shipped titles:
WWE Immortals (UE3 Mobile)
Path to Luma (Unity Mobile)
Corpse of Discovery (Unity PC)
Heroes Reborn (UE4 Multi-Platform)
Primarily a prop modeler, with minor texture work contributions.