Passionate about the 3D world and its constantly evolving techniques and programs. My growing interest for the 3D Industry has led me to evolve my workflow and, meet fantastic new colleagues. 3D Modeling, World Building and collaborating with others are at my center.
Working in Partnership with Amazon Game studios. I collaborated with AGS art leads and environment artist and helped with the development of New World: Aternum for console/pc. I was on the team for a performance pass done throughout the zones and hitting performance targets for console. I helped optimize and edit pois to reach these goals. I also helped with the development of the PVP/PVE Zones in cutlass keys. Along side directors, leads, designers, we created the new Citadel zone within cutlass. I was responsible for the world building of Citadel along with the main bridge and Leviathan's Landing. I had help with setdressing from my fellow world builders. It was an incredible experience and the development cycle was a true honor to be a part of.
Working in Partnership with Amazon Game studios.
Collaborated with art directors, leads, design teams, and asset teams to bring each poi from concept to reality.
Using universal poi workflow for collaborative team work, organizing poi’s and components for anyone to work in.
Familiar with PVP/PVE map creation. Designing, blockout, and taking to final for a 5v5 - 10v10 player experience.
Starting at concept and design interpretation, blockout, composition and silhouette all factored in for scope. Player pathing, enemy spaces, and special asset locations all taken into account when creating a space.
Poi first pass with the use of existing kits and assets to establish scope and scale. Use of assets/kits to establish color and lighting lighting pass.
Created spreadsheets for asset metrics and usage, asset boards, and assets variants for asset teams. Including scale, purpose, and locations for design and world teams.
Asset blockout experimentation for modular organic and architectural kits. Created blockouts and mock-up to achieve a final look for production.
Became a leader in use of organic kits and nature assets for pois. Biome population including unique foliage, crystals, rocking, and other assets for interior pois. Laying foliage, customizing areas for unique looks, and using biome kits to tell a story.
Constant play testing pois to maintain scale, scope, performance testing, look dev. Keeping true to design, lead notes and art direction.
In-engine optimizations to keep target frame and performance. Adjusted view distance, sightline, asset count, mesh merging, instancing, prefab or slice creation. Applied any performance changes on a large scale throughout poi/levels.
Worked on titles such as Nerf, TMNT, and VR development
Environment design and planning, blockout creation, world building, environmental and asset modeling, texturing for assets and terrain, lighting for player and environment, technical art, material and shader work, and in-engine optimizations.
Working alongside artists to produce a unique experience for all ages. Asset and prop creations for levels and characters. Environment Artist for interactive arcade games such as a new line in VR experiences.
Working in Unity 5, Unity HDRP, and UDP. Working in Unity Proprietary Engine
Using Autodesk Maya, Substance Painter, Rizom 3D and Photoshop to create and finalize models/textures.Creating highpoly meshes reducing them with proper vert/poly counts, and preserving texture quality.
Maintained edge flow and texal density throughout assets.
Lightmap creation and maintenance throughout static meshes. Light baking and technical workflow for quality bakes.
Dynamic and Static lighting for levels and characters.Telling a story and experiences through lighting composition while maintaining performance budget.
Performance assistance with lighting, bakes, LOD’s, lowpoly budgets, partial and fx rework for ms spikes.
Responsible for creating and maintaining quality throughout characters and environments for Injustice 2 and MKX Mobile.
3D character and Environment Artist for Mobile.
Created Specular and PBR textures for use in UE3 and UE4. Used substance, photoshop, and xnormal for a variety of results.
Worked under strict deadlines, giving proper vert,tri, and poly counts in editor while preserving texture quality.
Maintained edge flow, texal density, and arranged lightmaps throughout meshes.
Prepared models and textures for outsourcing and reviewed on arrival. Collaborated in groups for instructional images.
Converted high poly mesh assets, both skeletal and static, to a low poly mesh for mobile use.
I created an environment from blueprint images of a lot that had not yet been built. I had a fantastic experience discussing back and forth the look and feel of what the home would become. I blocked out the home, imported into unreal engine 4 and flushed out my models. Finally texturing in photoshop and using substance designer for the interior. Within the time span given, we were able to publish the home on the company page for future home owners to view.
Modeled two high poly assets from reference using 3ds max. Used in a high quality render for a remodeled hotel lobby.
Worked alongside my art leads to create assets for a large scale enviroment. Models would be seen far and close as well as structures players would have to ascend. Sculpted all models in ZBrush, decimated, and optimized in Maya for proper baking. Textured with Quixel and maintained a PBR workflow for others to edit.