As a 3D artist, I strive to elevate the visual fidelity of games while respecting gameplay and engine efficiency. I am constantly learning, adapting, and improving my skills and workflow to become a better and a more efficient artist.
Next God of War
• worked as an all-encompassing 3D artist, working directly with clients to meet their needs for each project which range from different art styles, gameplay needs, different engines, and technical specs
• projects range from long-term full environment work (world building, props, lighting, perf optimization, and bug fixing) to short-term singular collection of assets (such as 1st/3rd person guns, weapons, props)
Projects worked on:
• God of War 2018 (Santa Monica Studio)
• Valorant (Riot Games)
• Killing Floor 2 (Tripwire Interactive)
• Atlas (Studio Wildcard)
• Archangel (Skydance Interactive)
• created assets for both campaign and multiplayer ranging from hard surface modeling props and architecture, organics sculpting, and material work/texturing in addition to world building/set-dressing
• learned how to utilize the in-house shader system and related tools in order to maximize the visual quality of the materials and assets within strict performance limitations
• generated and tested collision using Havok debugger tools, and assisted with optimization, LOD creation using Simplygon, and bug fixing/troubleshooting throughout various maps
• created full dynamic environments of different themes (nature, architecture, sci-fi) for the Amazon Fire Phone starting from 2D concept collaborations to modeling, sculpting, texturing, lighting, and building/troubleshooting on-device within 10-15 days per scene from concept to shippable finished work
• filled in the role of a 3D generalist helping to create 3D models for the phone (app icons, map icons)
• worked extensively in Unreal 3 and worked closely with the lead environment artists and senior artists in taking on various support tasks for the game Murdered: Soul Suspect
• asset creation: modeled and textured a variety of props, imported them into the engine, made the materials, and did the set-dressing for various levels in the game
• memory optimization and cleanup: poly reduction or cleanup on assets and terrain, lightmap optimization, made LOD models, and fixed/remade pre-existing models that did not meet the quality bar