I am a technically minded 3d artist whose main focus is in World Building, Hard Surface Modeling and Material Surface Qualities. I use color and light as well as distinct surface properties in my environments to express character and mood in an attempt to create living, breathing and visually interesting environments.
• Responsibilities:
* World Building, Modeling, Texturing, Keyframe Animation and Outsource Management of Environments and Assets.
* Lead environment team of all aspects of level generation. Train art staff to raise visual quality bar in both geometry and material surface properties. Conduct performance reviews and provide feedback for Artist growth within the company. Work with production to manage schedule to ensure all deadlines are being met and course correct as needed.
* Optimization and Framerate performance including LOD geometry, Draw Distances, Lighting, Occluders and Polish. Define PBR mesh, materials and shaders for Unreal 4 engine art pipeline.
• Responsibilities: Modeling, Texturing and Keyframe Animation of Environments, Vehicles and Props. Managed outsourcing studios for Vehicle and Prop creation including workbooks, scheduling and feedback. Shader creation of both static and animated shaders for global use. Trained art staff to raise visual quality bar in both geometry and material surface properties. Disk Image space optimization and Framerate performance including LOD geometry, Draw Distances, Raycast, Lighting, Occluders Optimization and Polish.
• Responsibilities: Modeling and Texturing of Environments and Props. Shader creation of both static and animated shaders for global use. Trained art staff to use shaders and improve material surface properties. Minor Character Rigging and Animation. Disk Image space optimization and Framerate performance including LOD geometry, Draw Distances, Raycast, Lighting, Occluders Optimization and Polish.