Back 4 Blood (PC and Consoles)
• Created highly polished game assets for gameplay and environments.
• Responsible for world building in some key areas of the game.
• Optimizations, performance, and polish passes on various areas of the game.
• Helped out where ever else I could!
Back 4 Blood (PC and Consoles)
• Created highly polished game assets for gameplay and environments.
• Responsible for world building in some key areas of the game.
• Optimizations, performance, and polish passes on various areas of the game.
• Helped out wherever else I could!
Substitute Instructor for Weapon and Props for Games
• Providing critiques and feedback to students
• Teaching workflows and techniques.
Member of Dekogon Studios ltd, an Independent artist collective.
• Led a team of environment and prop artists.
• Created highly polished game assets for gameplay, cinematics, and environments.
• Closely collaborated with concept, design, and animation.
• Helped to establish and maintain both aesthetic quality and technical performance standards for content.
• Provided feedback and mentorship to other artists on the team, as well as reviews and critiques for external prop artists.
• Collaborated with tools and engine teams to continually improve upon workflows and technology.
• Helped research new art production techniques and standards.
• Crafted the development process and methodology for the art team.
• Assisting management with tracking progress, ensuring quality of the product, and milestones are met.
Freelance 3D Artist for unannounced VR project.
• Modeled natural environmental assets
• Set dressing and layout
• Optimizations
• Materials
Environment Artist on Lone Echo (Oculus)
I was primarily responsible for the first level of the game and multiplayer.
• Modeled environmental architecture
• Set dressing and layout
• Optimizations
American Horror Story Fearless VR Experience (Vive)
Modeled environmental architecture and props
Created the first person bodies along with the textures and materials
Friday 13th: The Game (PC)
Setup materials and textures for characters with PBR workflow
Moving Hazard (PC)
Modeled and textured environmental hero assets
Setup materials and textures for multiple characters
Star Citizen (PC)
Created several modular architecture kits for set dressing
Handled set dressing, lighting, and optimizations of levels
Modeled high-to-low poly hero assets with PBR workflow
Responsible for creating destructible assets
Sonic Boom: Rise of Lyric (Wii U)
Primary environment artist responsible for several levels
Responsible for level design, intro cinematics, set dressing, lighting, gameplay scripting and optimizations for console
Armored Warfare (PC)
Modeled high-to-low poly modeling and texturing of environment assets
Red Orchestra 2/Rising Storm (PC)
Responsible for modeling and texturing hero assets specifically for a new game mode
2013 Infected Wars (Mobile)
Oversaw general level flow, encounter scripting, objectives and the design of the final boss