Knowledgeable professional with a diverse background in 3D environment art. A driven game developer with a passion for creating high quality art, mentoring, and working with talented teams to bring their creative visions to life.
As lead environment artist, I have the privilege of guiding our team of talented artists through their work to ensure they can do the best possible job, while balancing the needs of our production.
I am responsible for:
As principal environment artist at Compulsion games, I worked closely with our leads, directors, and management to construct methods that realize our environment art needs. Along with our talented team, I work directly on the game's environment art creating modular kits, materials, assets, and optimization strategies.
Additionally, I managed a portion of our outsourcing workforce by providing them with teamwide requests, sorted their priorities, and alongside our art director provided them feedback.
My responsibilities as a Dekogon artist were to create high quality AAA video game props and materials, while keeping them optimized for functional use in games. I worked remotely and was tasked with keeping my work properly organized, consistently high quality, and managing my own schedule.
Via Dekogon's partnership with Artstation Learning, I also created several courses teaching how to make high quality 3D art, approach large scale game environments, and work within studio constraints.
• Contribute to the Environment Art team during all phases of production
• Creation of AAA realistic 3d assets, textures and surfaces.
• Fixing bugs and polishing in-game assets
• Worked directly with our environment art lead and art director to solve creative issues
• Offered support to our outsource departments
• Had to Work well under tight deadlines, be self-motivated and works well in collaborative environment.
As a model artist at Ubisoft, I was responsible for creating props and structures for our game's environments. I was tasked with recreate assets based on specific reference and dimensions, with an emphasis on photo realism. Through collaborating with my team, I consistently produced high quality AAA game assets with a heavy focus on optimization, visual quality, and reusability.