I have an immense passion for gaming, art and design. I value working collaboratively and efficiently to maintain a healthy work environment, preserve the artistic vision, and meet all necessary deadlines. I hold a strong belief that every day is another opportunity to improve.
• Worked alongside team to develop and create environments that ranged in size and scope for use in a Virtual Reality space
• Collaborated with client and internal team to adjust workflow and epand on different techniques in order to advance each project to final production
• Constructed and iterated upon block outs to establish composition and mood for both interior and exterior elements
• Modeled and sculpted assets to seamlessly fit the style and atmosphere of each environment
• Focused on player interactivity to elevate the sense of immersion
• Management of outsource art team to ensure deadlines are maintained
• Verify the quality of incoming assets from art team, and make improvements where necessary to fit technical constraints and art direction
• Prototyping pipeline workflows and optimization to implement into real-time engines
• Organization of asset database through Jira, Perforce, and in-house tools
• Collaborate with team to set strategic vision for content and tools, and planning of milestone delivery for all assets
• Identifying solutions to evolve and enhance the content creation process
• 3d asset creation derived from scanned data through photogrammetry pipeline
• Construct tutorials for outsource partners to establish consistent workflow
• Tasked with making provided base mesh vehicles game ready for unannounced project
• Modeled and textured vehicle based on assigned concept art under the allotted time and budget requirements
• Fully modeled and textured the exterior and interior of a sports car that was showcased alongside SprintR VR technology at GDC
• Incorporated multiple references to obtain the level of detail knowing the player would be sitting behind the steering wheel and able to look around the entirety of the interior
• Conceptualize original designs through proportion and color theory into fully realized textured models for proprietary project
• Translate provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the desired quality
• Ensure each model and texture meet to engine performance and memory requirements, including triangle count and texture maps; add animation and visual effects when desired
• Tasked with crafting LOD models for props with various levels of difficulty (whether they are static or have animations and effects)
• Executing high to low poly pipeline following the established art direction and style
• Adapt to new responsibilities
• Successfully modeled and textured next-gen asset based on the provided concept art and budget constraints
• Textures were created using Substance Painter and PBR guidelines
• Maintained excellent communication and delivered finished product in a timely fashion
• Conceptualized weapon designs into full 3D models using both high poly and low poly techniques
• Textured diffuse, specular, and gloss map, as well as producing ambient occlusion and normal map
• Sculpted in ZBrush using organic modeling practices
• Constructed shader materials in conjunction with UDK's Cascade (Unreal's particle creation system)