Crystal Dynamics/ Environment Artist III
January 2022 - PRESENT, San Francisco
Primary Vegetation Artist at Perfect Dark
Created Vegetation tools alongside Tech Art for quick asset creation
Spearheaded Vegetation Art and Tech Art for Perfect Dark
Utilized Houdini to Unreal workflows for procedural destruction and animation
Rigged Vegetation assets with optimized workflows intended for 60FPS
Visual Concepts / Environment/Lighting Artist
February 2019 - January 2022, Agoura Hills
Created Environment assets, Stage Architecture and Lighting Systems
Created Lighting solutions and patterns to facilitate Light Shows
Setup light rigs for individual cutscenes and events
Pioneered new systems for VFX
Arrowhead Games / Environment Artist
June 2018 - February 2019, Stockholm
Created individual biome prefabs that were coded to appear at certain angles, other biomes and in certain situations
Created PBR shaders, textures that incorporated Photogrammetry
Created Foliage/Nature Assets with optimized LODs and authored rigged, destroyed and moving pieces
DICE LA / 3D Artist
August 2017 - March 2018, Los Angeles
Created Environment Assets, Architecture and Foliage to be optimized in game.
Created PBR shaders, textures that incorporated Photogrammetry
Sledgehammer Games / Prop Artist
October 2015 - August 2017 , Foster City
Managed the Foliage Pipeline in Call of Duty:WW2
Created Environment props, foliage and architecture
Curated tool development and pipeline documentation
● Created Environment assets, architecture using Maya, Substance Painter 2 and Photoshop.
● Created physically based shaders and textures, and worked within photogrammetry
● Optimized LOD's and authored rigged, destroyed and moving props into the game
● Ensured top quality visuals with an emphasis on 60FPS performance
● Created Environment assets, architecture using Maya, Substance Painter 2 and Photoshop.
● Created physically based shaders and textures, and worked within photogrammetry
● Creating photorealistic tiling textures and decals
● Optimized LOD's and authored rigged, destroyed and moving props into the game
● Ensured top quality visuals with an emphasis on 60FPS performance
● Managed Foliage Pipeline in Call of Duty: WW2
● Created environment assets, foliage, and architecture using Maya, Zbrush, Speedtree,
Photoshop and Substance Painter 2
● Created physically based shaders and textures, and worked within photogrammetry
● Creating photorealistic tiling textures and decals
● Optimized LOD's and authored rigged, destroyed and moving props into the game
● Ensured top quality visuals with an emphasis on 60FPS performance
● Curated tool development and pipeline documentation
● Worked in the Radiant Editor and Environments