Versatile, Knowledgeable, Chill and easy to work with.
I was responsible for creating, designing and updating the FNAF characters to be modernized and
realistic looking as well as run efficiently in UNITY, while staying true to the IP’s history.
I created and built a streamlined art pipeline using Maya, Modo/Blender, Substance
Painter/Designer to work with UNITY/Marmoset Toolbag.
I Created all the custom shaders and materials using Amplify Shader Editor in Unity.
- Created an extensive, fully customizable and efficient, procedural Wear and Tear system for our
characters that runs in real time.
- I also built a universal custom eye shader that work for every character type.
Responsible for lighting of all the characters and assets, rendering of characters for UI/Marketing
and Advertising purposes.
I created many procedural node networks using Substance Designer to quickly iterate, design and
concept.
Collaborated closely with UI Lead to concept and create several UI assets.
Mentoring artists on modeling, shaders, lighting and rendering techniques throughout production
Responsible for creating several characters, mounts, texture variations, concepting and weapons for Rift, Defiance 2050 and Atlas Reactor.
Working closely with Art Directors/Technical Artists to setup efficient art pipelines for several games using Substance Painter/Designer with Unity/Proprietary Engines.
Outsource Manager
Directing, reviewing and managing our outsourcing vendor for Rift and Defiance 2050 assets.
Keeping a high standard of quality that must be met.
Streamlined outsource pipeline, speeding up the process for everyone involved.
Creating tasks and writing up instructions for each task.
Held lead and contributor roles focused on 3D, character, and environment work in support of multiple games.
Established art pipeline for team as well as various other groups at Disney.
Enabled significant time savings by training team members on use of Substance Painter software.
Set visual standards for buildings and props as senior 3D artist for game Marvel Secret Wars.
Defined primary character body types for all Marvel superhero characters used in game, and created multiple characters through art style explorations in coordination with art director.
Developed character/prop production pipeline as well as concepts for builds and weapons.
Partnered with art director and principal concept artist to build Substance Material Library used by entire team as well as outsourced resources.
Contributed to supervising/mentoring artists to deliver on visual targets for characters and props.
Presented to multiple teams on workflows for Substance Painter, 3D Coat, and Modo.
Worked on various aspects for development of The Incredibles Builder game as lead artist.
Created various characters in diverse art styles and simple rigs for buildings/props, as well as built animation rigs scalable with Ik/Fk switches for characters of varying sizes.
Developed animation rigs scalable with Ik/Fk switches for characters of varying sizes.
Collaborated with art director and engineering team to create modular environment world as well as complete gameboard layout; developed buildings/props to populate gameboard.
Contributed to environment and character creation for two shipped titles: Farmville 2 and Avatars.
Appointed as lead character artist for Avatars game, which included Zbrush sculpting assets, texture work, normal mapping, and weight painting; provided fixes for art-related bugs.
Coordinated with third-party studios, including reviewing, critiquing, and editing outsourced work to ensure alignment with standards; resolved issues related to weight, scale, and texture work.
Provided environment work for backgrounds and adjusted concepts to work with game engine.
Defined hand painted textures and 3D model standards for production of Farmville 2, as well as built various farm set decorations/props; worked with outsourcing and concepting to determine look of in-game items.
Produced characters, environments, and assets for multiple shipped titles, including Strong Bad’s Cool Game for Attractive People, Wallace & Gromit’s Grand Adventures, CSI: Deadly Intent, and CSI: Fatal Conspiracy.
Provided high poly and low poly modeling for normal map creation, UV unwrapping/texturing, scene building, prop creation and placement, environment lighting, and camera work.
Concepted art for completion by outsourced artists.
Focused on character/environment/prop art and asset creation through all phases of development for Iron Man (Secret Level) game. Interfaced with art director to build characters from design through completion.
Provided high poly and low poly UV unwrapping, texturing, and scene building.
Completed Zbrushing of all principal characters, clothing, Iron Monger armor, and various props for normal map extractions; modeled character faces based on ILM scan data from Iron Man.