As an environment artist, I come from a unique background having had the privilege of working across a multitude of fields in the arts and landed firmly into gaming. I have contributed to games, toys & collectibles, art museums, and galleries in various ways. I specialize in visuals, with the ability to replicate a wide range of looks, from photorealistic to stylized. My hands-on expertise with 3D modeling, texturing, and storytelling has prepared me to create impactful, optimized, and elevated environments. I excel in roles with diverse tasks that foster creative problem-solving and close collaboration with other teams to ensure form follows function. When the laptop closes, I enjoy spending time with friends and family, exploring, painting, and playing calming games.
•Environment development and research.
•Responsible for set dressing adding story elements to the tracks.
•Worked with Houdini toolsets to place procedural assets
•Added in and editing basic animations
•Overseeing and reviewing asset creation in 3Ds Max and Substance Painter to maintain consistent aesthetic & technical quality
•Created block-outs, Greymesh/Proxy Geometry, of buildings, props, and signage
• Used proprietary in-house toolset, suggested new tools, beta tested new tools, and collaborating to improve internal tools
• Creating and updating textures in Substance Painter & Photoshop
• Document pipelines/processes to improve efficiency
•Modeled low, mid, and highpoly props, modular set pieces, and vehicles.
•UVed, textured, and created materials for the assets made in Unreal, Maya, ZBrush, and Rizom.
•Created stylized materials in Substance Painter
•Created a visually consistent style under the direction of the Art Director and Concept Artist
•Collaborated on creating products for brands such as ToHo, TMNT, Dark Crystal, Muppets, Simpsons, Disney, Willow, and others.
•Created rapid prototypes, mock-ups, and tests for functionality
•Created documentation and handled communication with external factories
•Digitally sculpting novel concepts, prototypes, and factory documents for new toys in ZBrush
•Collaborated with design leads, directors, technicians, factories, and brand to create final products
•Crafted 3D models for hyperrealistic action figures, stylized figures, weapons, and other hard surface props
•Utilized software such as ZBrush, Keyshot, and Photoshop to create quality of visualization renderings of products
• Adhering to manufacturing constraints
•Worked on a creative team sculpting novel concepts, prototypes, and production-ready digital renditions for new toys.
•Collaborated with clients such as Lucas Films, Marvel Studios, Transformers, Disney Princess, Power Rangers, Dungeons & Dragons and other brands
•Worked extensively in AutoCAD designing display cases and creating mockups of the Museum’s permanent jewelry collection.
•Constructed furnishings, display platforms, and cabinets for the museum.
•Prepared and installed art objects for display.
•Maintained installations and art objects for the visitors.
•Disassembled and packaged the art for storage or return to the artist or donor. Created products for shows including ‘Burning Man’, ‘Wonder’, ‘Connections: Contemporary Craft’, ‘Parallax Gap’, and ‘Disrupting Craft’.