Environment Art
(Architecture / Gameplay interactions / Props)
Notable titles I've worked on: Overwatch 2 seasons 1-11, Prey 2017 & Prey: Mooncrash, Simcity 2013 & Simcity: Cities of Tomorrow, Resident Evil 4 VR, previs for Perfect Dark remake. I helped the Layout team on the original Rooster Teeth television show Gen:Lock season 1 for cinematic shot development. For a short time in 2015, I created some vanity mods for Cities Skylines supporting myself via Patreon. I've also made map contributions to "custom games" in Counterstrike 1.6, Warcraft 3 Reign of Chaos, and Starcraft Broodwar.
- New game asset creation from concepts, adhered to rigorous & definitive style pipeline, works completed in proprietary engine.
- Modeled midpoly in Maya via trimsheet, overlay, decal. Highly optimized technical workflow.
- Hardsurface modeling interactables.
- PvP team.
- Assorted projects and fine game art development.
- Contributions to three different IPs.
- Resident Evil 4: VR
- Maya/Unreal project.
- Completed various environment art embellishment tasks.
- Camera and cinematography on Gen:Lock, mostly Maya work.
- 3D Artist on Vicious Circle, Maya/Unreal.
- Created FPS game-ready assets by modeling, texturing, and baking.
- Utilized Maya, Photoshop, and the Quixel & Substance packages for a stylized PBR workflow.
- Worked without concept, from reference, or directly with designers on kitbash. Integrated custom assets to levels, some set dressing.
- Assisted on various VFX tasks throughout environments, usually material effects.
- Optimization efforts towards game performance while being conscientious of time management.
Created mods for Cities Skylines and asked for donations.
Various art tasks including 3D modeling, texturing, and scripting (integration) for Simcity's proprietary engine. Cleaned up models from outsourcing. Prototyped whitebox models in early phases of development. Polished finished models per the feedback from art direction.