I'm a AAA environment artist with 7+ years in the industry with skills including procedural material creation, environment art, level art, set dressing, outsourcing management, mentoring and writing detailed technical documentation. My experience encompasses using Unreal, Unity and proprietary engines and tools. I am well versed in Blueprinting, Shader creation and overall performance optimization.
Working on an unannounced title.
Working on Starship Troopers: Extermination, I was responsible for:
* Managing, creating and auditing textures, shaders and assets for use with environment assets
* Working with level designers on 2 km size levels and providing guidance of possible performance bottlenecks, providing solutions to problems
* Training the environment team on UE5 Nanite/Lumen/World Partition best practices
* Optimizing textures and assets for better performance in both Console (PS5 and Xbox) and PC
* Managing outsourcing art output, providing feedback and training on new workflows for vendors (UE5, Nanite, Lumen, World Partition)
* Assisting the Art Director with making sure levels feel cohesive, performant and part of the Starship Troopers brand
Working on Age of Empires IV Live Ops, I was responsible for:
Creating benchmark assets as well as documentation for outsourcing partners;
Reviewing assets from outsourcers, correcting and submitting feedback to them;
Troubleshooting shaders and reviewing/documenting HSLS code on proprietary engine;
Spearheading historical research for all materials for a civilization, as well as quantifying the amount and layout of said materials and how they would be used on assets for maximum reuse;
Research and Development testing a new engine for the company as the person with the most experience with it; creating internal documentation and working with Principal Artists to create equivalencies between Essence Engine and this new engine;
Working on an unannounced project, I am responsible for:
* Establishing the visual style of the environment to match the art direction
* Leveraging technical knowledge to optimize assets and materials while ensuring they still fit the quality benchmark
* Setting the quality benchmark for environment assets and documenting techniques and workflows for the team
* Creating and maintaining a library of materials and assets, integrating and testing them in engine
* Prototyping and polishing levels, working alongside the art director to define scale, camera and gameplay features
Created 2D layouts, polished illustrations, 3D backgrounds, models and hand-painted textures, as well as motion graphic videos for social media ads that featured the games Lego Legacy: Heroes Unboxed, Disney Magic Kingdoms and Dragonmania Legends. Brainstormed ideas and features for new Gameloft game releases, providing concept art services such as material call-outs, turnarounds, environment, and character designs.
Worked under an Agile environment that used Confluence, JIRA and Tortoise SVN. Familiar with version control workflows. Achieved a high level of asset output, often clearing out weekly tasks before their deadline.
* Illustrations for various games including video games and Trading Card Games;
* Character Design and Ideation;
* Private commissions.
* CLIENTS: Alderac Entertainment Group, Pinnacle Entertainment Group, Cryptozoic Entertainment, Green Ronin Publishing, Fantasy Flight Games.
Illustrated several cards for their Lord of the Rings and Game of Thrones TCGs.
I guide a team of developers think asset creation and visual style to best fit the technological restrictions of our engine. I also plan out the technical details of props, characters and environments. I do production paintings to sell the team's view for publishers and investors. I research new pipelines for our 3D modelers and texture artists. I have done storyboard production, visual planning and storytelling for the games OLOGON: Edlen's Wrath (Greenlit on Steam/PC), Bushido (on-going/PC), Obsessive Climber Dude (released/mobile) and Zombie Town(released/mobile).
* Layout production of props, characters and environments for the game Lich Project
(unreleased) and Arena Shooter (unreleased);
* Model sheet, production painting creation;
* Art Direction and guidance of the art team.