I'm an experienced 3D Artist and have a passion for creating all kinds of different assets and in different style, the common theme being an attention to detail. I love to learn, explore, research, and have a great time navigating the world of art and game development. Always ready to take on the next challenge to improve myself and the people around me.
Works on a variety of different hard surface assets that range from weapons, vehicles, and environments. I am responsible for mentoring new artists as well as reviewing and giving feedback to members on the team. Due to my experience in Unreal I have been able to also help with shaders, simple vfx, and blueprint work when needed. Authoring levels and improving the look for areas like the player cities by improving set dressing and giving initial lighting passes was also some of the work I've had the privilege to touch while working on Dune Awakening.
Worked with in-house art directors and external clients to create a variety of high-quality 3D assets, both organic and hard surface. Subject matter ranged from character armor, weapons, props, vehicles, and environments. Due to working in outsourcing I was able to learn many different workflows and pipelines, most of which had to be learned fast once a new project was acquired. I also provided feedback to internal artists, helped troubleshoot problems, and set the quality bar for specific projects.
Works with in-house art director and clients to create hard surface assets for video games that meet high-quality industry standards.
Tutored students on software packages that include 3ds Max, Zbrush, Substance Painter,
Substance Designer, Photoshop, and Unreal Engine 4.
Created eight detailed digital sculpts of people in Zbrush for use in a domestic abuse
commercial.
Unwrapped models and baked normal maps in Substance Painter to add detail, reduce the
amount of polygons used, and decrease render time.