I'm a 3D character artist looking to grow and expand my knowledge and skill set with every new piece.
Worked closely with the Art Director to design, model, texture, rig, & animate over 120
characters for Monaco 2. Responsible for the design and creation of over 130 visual FX in PopcornFX for Monaco 2. Collaborated with the Art Director to design, build, and maintain 3D art production pipeline for Monaco 2’s custom engine. Worked with the lead designer and lead engineer to implement animation graph systems and PopcornFX VFX systems within the custom engine. Provided support to other artists by assisting with modeling environment and prop assets, UI elements, and marketing materials. Helped the art department achieve milestones on time while staying under budget.
Worked with the Art Director and Art Leads to build and maintain the Virtual Technique
Guide (VTG) platform. Took ownership of the artistic design and asset creation on VTGs for companies including NASA, Brainlab, AbbVie, Johnson & Johnson, and Medtronic. Examples of projects include spinal surgery, knee surgery, realistic real-time models of various organs, and prostate cancer treatment. Partnered with a team of designers and medical advisors to ensure that all models and animations were medically accurate and representative of real-world behaviors. Maintained ownership of assets across multiple projects and ensured production goals were met for each project despite overlapping timelines.
Technical Artist. Worked with a small team of artists to provide art for demo’s used to debut Google’s Stadia gaming platform. Responsible for all the modeling, texturing, animating, lighting, and rendering for one of the scenes used to demonstrate unique Stadia features.
Worked closely with the Art Lead and Art Director to create characters and monsters to fit the worlds of Bard’s Tale and Mage’s Tale. Worked with the Art Director to overcome technical hurdles of creating 3D characters for use in Oculus VR. Worked with the engineering and design teams to build a modular componentized character parts system for rapid generation of unique characters within Unreal Engine. Generated high poly sculpts, low poly game meshes, textures, and materials for realistic characters and creatures. Worked with Junior artists to ensure meshes met artistic and technical requirements.
Modeled and textured high and low poly character gear, created skins for multiplayer characters, optimized characters and gear for performance, integrated character gear into the Radiant engine, and created maps for use in a physically based shader system.