Passionate environment & 3D artist with 10+ years of experience in building immersive environments & assets, ensuring high engagement & player immersion. Experienced in modeling, texturing, lighting, and composition of realistic and stylized scenes. Demonstrated success in supporting internal & external teams through documentation, asset review & feedback, developing pipelines, and training & mentoring. A robust skillset with world building and asset production in mobile, VR, & AR games. Adept at driving projects to successful completion, meeting project goals and client expectations.
Vendetta Forever | 06/2023 - Present
• Model & texture VR-optimized 3D environment assets & vehicles, create reusable modular assets & kits, create level of detail (LODs), set dress in Unity.
Date Everything | 10/2018 - 12/2018
• Established the art direction of the vertical slice’s environment. Coordinated with studio heads and character artist to design hand painted props & architecture that will visually sync with 2D character art. Publisher Team17 picked up the game for full release.
Manifold Garden | 10/2017 - 12/2017, 11/2018 - 12/2018
• Designed, modeled, & animated structures & prop assets.
Executed environments across multiple live service mobile games. Collaborate with art leads to develop new games and push visual fidelity and efficiency within the team.
• Developed procedural vegetation pipeline for Dream Garden Makeover in collaboration with engineers and Tech Art. Established standards and trained artists & vendors. Resulted in reduced costs and improved visuals & performance.
• Trained & mentored new artists on Property Brothers Home Design. Created a training plan and provided constant feedback over several months which allowed the new artists to quickly become valuable contributors on the game.
• Streamlined playtest process for the entire art team by updating the organization & focus of the playtest responsibilities. Co-presented the new process to get buy-in from the art team. Resulted in increased productivity & bug capture rate.
• Established implementation best practices for Storm8’s home design games. Collaborated with multiple departments to determine common issues. Created documentation & enforce standards. Saw a reduction in common bugs during playtests.
• Promoted team building with a bi-weekly Dungeons & Dragons campaign & weekly co-run 3D forum to share information & support. Helped maintain employee camaraderie & community since Storm8 is a fully remote studio.
Executed environments across multiple live service mobile games.
• Modeled & textured 3D environment assets; light, adjusted materials & implemented levels into Unity
• Reviewed & provided feedback on work done by the internal art team & outsourcing partners
• Helped with development timelines, organization and delivery of final art production assets and ensured they are consistent with brand, style and technical requirements.
• Created style guides to include visual and technical specifications for use by internal and outsourcing partners.
Supported multiple robotics research & development teams by providing 3D assets (digital twins) for use in physics simulations & industrial metaverse applications.
• Constructed a digital twin of a robot arm for simulation testing inside Unity. Took measurements of the physical robot to insure accurate scale. Results helped produce an awards finalist paper at the Conference of Robot Learning in 2020.
• Produced digital twin of a table tennis robot arm and built several training environments. Took measurements of the physical robot to insure accurate scale. Helped develop robot capable of reaching amateur human-level performance in table tennis.
• Created physics-accurate models for simulations to train robot appendages. Collaborated with research scientists to develop visual and collision models in Pybullet & MuJoCo. Allowed simulation to collect training data for robot’s use.
• Creation of optimized collision meshes for accurate collision detection within physics engines
Delivered environments, props, and characters for optimized virtual reality, augmented reality, and industrial metaverse experiences for clients.
• Built VR simulation in Unity for Ford’s UX division to test self-driving car UI. Created a digital replica of the car and leveraged pre-built assets to quickly build 3 environments. Ford received an optimized industrial metaverse experience.
• Assembled environments for a XR product directed at the car manufacturing industry. Created environments in Unity for the app’s various features and iterated based on client feedback. Resulted in a product Moback pitched to various companies.
• Developed Perplexigon, a VR physics sandbox game in Unity. Built environment assets as well as design levels & puzzles. Wrote a dev blog post about environment design. Game was used to attract clients to hire Moback for VR/Unity projects.
• Cooperated with Cartoon Network to design an original character and its home for an interactive AR game prototype. Created character, vehicle, and house with client feedback. CN received a finished prototype to help with the IP’s pitch.
• Devised a dinosaur AR/VR experience to showcase Google’s Tango tablet. Researched Jurassic era reference & created foliage & terrain. Set dressed & optimized in Unity. Google received an experience to showcase at events and tradeshows.