Senior Environment Artist with 7 years of experience creating environment assets for large, artistically-diverse game worlds. I'm driven by my love of storytelling, worldbuilding, and collaboration, and I have a rock solid foundation in traditional art as well as the fundamentals in composition, color theory, and shape language.
• Created custom, high-fidelity hero assets to be sold in the in-game Crown Store. Created modular assets based on trim sheets and texture atlases, as well as cohesive prop sets and variants of existing work.
• Took ownership of furniture sets, Crown Store packs, and unique assets through the entire art pipeline, including blockout, modeling, sculpting, texturing, animation, integration, and optimization.
•Ensured assets did not exceed metric limitations, and created every set as efficient as possible in both polygon count and drawcalls while maintaining high visual fidelity across numerous platform specs.
•Worked closely with other environment artists on large collaborative projects. Provided feedback, critique, and mentorship to junior team members.
•Worked cross-functionally with art leads, designers, producers, and various other stakeholders to implement visual and technical feedback.
• Created custom, high-fidelity hero assets to be sold in the in-game Crown Store. Created modular assets based on trim sheets and texture atlases, as well as cohesive prop sets and variants of existing work.
• Took ownership of furniture sets, Crown Store packs, and unique assets through the entire art pipeline, including blockout, modeling, sculpting, texturing, animation, integration, and optimization.
•Ensured assets did not exceed metric limitations, and created every set as efficient as possible in both polygon count and drawcalls while maintaining high visual fidelity across numerous platform specs.
•Worked closely with other environment artists on large collaborative projects. Provided feedback, critique, and mentorship to junior team members.
•Worked cross-functionally with art leads, designers, producers, and various other stakeholders to implement visual and technical feedback.
• Created photorealistic textures based on physical tile samples using Substance Designer for architectural visualization inside Unreal Engine 4.
•Modeled, textured, and integrated props and furniture using 3ds Max, Marvelous Designer, Substance Painter, and Unreal.
•Worked closely with teammates and architecture department to create 3D visualizations of floorplans using Autodesk Revit.
•Set-dressed living areas to better utilize space and communicate a modern casual design aesthetic.
Legends of Aria || The End
-Modeled and textured modular environment kits and tilesets using 3ds Max, ZBrush, Substance Designer, and Substance Painter.
-Carried props, landmarks, character art, and weapons through the 3D art production pipeline.
-Art lead for Dark Sorcery DLC, as well as two new Legends of Aria biomes: Frozen Tundra and Outlands
-Worked one-on-one with high school students' introduction to the complete 3D art pipeline for games.
-Provided further instruction and assisted students with technical difficulties.