3D content generalist with 15+ years professional experience and a continued passion for the medium. Very effective in team environments, with accumulated skills in both technical and creatives. My time in the industry has allowed me to take a larger view of project development, and make decisions that better serve the end-user, and product as a whole. Having obtained a solid foundation in modern game engines has allowed for achieving a high bar when it comes to visual fidelity.
Character Art:
- Worked alongside Lead Artist to establish best practices and art direction.
- Established pipeline to control character artwork between Unity and Unreal engines.
- Brought various characters to 3d from conceptual imagery ranging from stylized to realistic.
- Other modeling duties included props and environment assets as required per project.
Design:
- Mocked-up UI for various internal prototypes of games/trainers in Unity and Unreal.
- Generated visual aids to help communicate design ideas.
- Worked with engineers to rapidly build working prototypes to help work through design questions.
- Various graphics to be used with proposals in seeking work.
- Created basic blueprints in Unreal to execute simple in game actions.
Model Work:
- Created various game ready assets for the VBS library including vehicles, weapons, environment props, and structures all using PBR standards.
- Made Art Lead on an internal project to migrate VBS assets over to Unity for an online training division.
- Built various small scale prototype environments inside of Unity using their terrain editor.
Technical:
- Made tutorials on how to use Substance Painter internally to keep assets consistent in visual appearance.
- Responsible for getting content into the game engine with the proper functionality including animations, collision, and material setup.
- Various optimization tasks for the Unity terrains such as reducing draw calls, baking light maps and removing unneeded collision objects from the scene file.
- Basic python scripts to keep source models setup properly for integration.
Model Work:
- Built High fidelity models to be used in normal map baking for game ready assets.
- Developed 3D content to be used in various applications such as simulators, commercial products, advertisements, and 3D prints.
- Created Airfields that were built into terrain databases that were used for flight simulators.
Technical:
- Created tutorials to help studio reach higher fidelity content for model work.
- Developed modeling standards for game ready assets.
Model Work:
Created numerous props for several space environments.
Built both the high and low poly models of space craft models from concept art.
Texture Work:
UV layout and hand painted textures were built to specifications and standards set by lead artist.