I'm an environment tech artist with a background in tools QA and 3D modeling. I have a broad interest in both art and the different tools you can use to make it! I love working on creative projects and making things, from 3D environments and props to digital illustration.
Worked with campaign and MP teams to set up levels and review assets for performance issues.
Duties:
• Reviewed levels in production for assets that had missing LODs, bad collision geo, or any number of other issues relating to performance.
• Analyzed levels with PIX to gather GPU captures to uncover expensive geo, fx, and shaders.
• Set up animated camera tracks in production levels to gather time lapse footage for reviews and sizzle reel shots for future marketing efforts.
• Broke levels down into streamable chunks of content and set up streaming volumes along the player’s progression path.
• Added simple script controlled animations to dynamic world objects.
• Set up layer hierarchies that conformed to a global organization convention, and handled the process of moving early prototyping content from placeholder layers into the standard layer hierarchy.
• Reviewed and compiled reports on memory, performance, and disc space data over production of various maps.
Environment: Proprietary Game Engine, Maya, Havok VDB, Perforce, Azure DevOps, Excel
Comissioned by an indie client to create 3d props and environment assets from provided reference art.
Duties:
• Review the client's visual and narrative needs for the asset in discussion followed up with a blockout exploratory phase in Blender.
• Prepare placeholder models for sculpting in Zbrush by performing mesh cleanup and following consistent naming conventions across the set.
• Add believable surface details during the sculpting and texturing process in Zbrush and Substance Designer that add interest to the asset's focal points.
Environment: Blender, Zbrush, 3DCoat, Substance Painter, Marmoset Renderer, Unreal Engine
I worked with an indie studio of <10 developers to create environment art assets, provide consulting on tool pipelines, and help manage the time and resource limitations of the art team.
Duties:
• Sculpted sets of assets using Zbrush, then created a master material in Substance Designer to procedurally generate textures for certain asset types.
• Created documents to keep track of what assets would be needed, and where they were in their production progress.
• Attended weekly meetings to present completed work, outline what I would be working on next, and communicate with other disciplines on the team to ensure that the project continued progressing in a unified direction.
Environment: Maya, Zbrush, Substance Designer, Substance Painter, Unreal Engine, JIRA, Trello, Git, Google Office Suite.