I am a Lead/Senior Environment Artist with 15 years of experience in the video game industry. I've shipped 9 titles across AAA and indie. I'm experienced in leading environment teams through every phase of development while continuing hands-on asset creation and worldbuilding.
Built and managed a 5 person environment team composed of 2D & 3D artists and led them through all phases of development - prototype, Early Access, live releases, and Launch.
Managed and scheduled an 8 person outsourcing team composed of 2D & 3D artists.
Established a unique 2D/3D environment style and directed artists to adhere to this style while maintaining performance through style guides, documentation, frequent reviews, and paintovers.
Worked alongside engineers and designers to create the art side of a procedural mission system in Unreal.
Individually contributed to early look development - creating 3D assets, set dressing, and lighting.
Fostered career growth and orchestrated internal promotions on the environment team.
Contributed work as primary 3D artist/environment artist for the game titled "Thirsty Suitors" I established the 3D environment art style and pipeline for prototype games, helped direct artists on the team to adhere to style and tech constraints, and created 3D environment assets based on concept from start to finish.
Contributed individual assets and environments based on existing concepts under a supervisor on large to mid-size dev teams. These contributions were typically in addition to a 40 hour work week elsewhere.
-Toys For Bob on “Spyro: Reignited Trilogy”
-Monomi Park on “Slime Rancher 2”
-The Molasses Flood on “Drake Hollow”
Contributed work as primary 3D artist/environment artist on much smaller dev teams. The range of work included 3D characters, vehicles, buildings, props, and open world environments.
-Chance Agency on “Neo Cab”
-Ganymede Games on “Unannounced Title”
I was the member of a small 3-person environment team responsible for the look and feel of each competitive play map. I modeled and textures props that fit with the already established art style, sculpted terrain textures, set-dressed maps when needed, and contributed to hitting performance goals for both Xbox One and PC.
I was responsible for prop design and creation including designing, modeling, texturing, rigging, animating and effects as needed for interactive props, architecture, and character weapons.
I was a member of a 4-person citybuilding team responsible for creating the capitol cities, large towns, and architecture sets for an unreleased MMO. I modeled and textured props, setdressed parts of the level, and did basic lighting for various scenes.