Over ten years in AAA game development with six shipped titles and expertise in creating visually engaging gameplay spaces in Unreal and proprietary engines. Skilled level artist and world builder creating natural landscapes, set pieces, interior and exterior spaces for the compelling sci-fi and fantasy worlds of Dragon Age, Warframe, Far Cry, and Assassins Creed.
- Lead worldbuilder for multiple maps on Dragon Age: The Veilguard
- Collaborate with Creative, Art, and Cinematic Directors to ensure artistic vision is met
- Mediate with designers and mission leads to build engaging gameplay spaces for clear level navigation, mission flow, combat, and puzzles
- Work alongside mission and story writers to maintain and elevate macro and micro narratives in the environmental storytelling
- Develop visuals for key locations and environments cooperatively with concept artists with a focus on strong composition and mood
- Conduct and moderate bi-weekly art review meetings
- Teach Unreal 4 and modeling in 3Ds Max to a diverse population of students of different ages, experience levels, and backgrounds
- Mentor students by providing detailed critiques and actionable feedback on their work
- Foster student understanding and application of industry best practices and workflows
- Facilitate online learning by developing curriculum, video tutorials, class outlines, assignments, rubrics, and documentation to for Unreal 4 and 3Ds Max.
- Created both open-world and procedurally generated linear play spaces for fast-paced coop PVE gameplay
- Participated in core strike teams to generate and present pitches for new updates
- Developed team schedules and timelines under the direction of project leads
- Created prototypes alongside designers for experimental gameplay ideas and new concept testing
- Constructed visual benchmarks in engine for project art quality targets
- Responsible for first pass lighting, effects, and skybox
- Completed level performance and optimization passes
- Collaborated with level designers on combat and stealth focused locations and missions in large open-world maps
- Modeled and textured large and complex locations with a strong focus on kit creation, modularity, and reusability
- Created natural landscapes and exterior spaces with terrain sculpting, material painting, foliage systems, procedural tools, and hand-placed assets
- Generated JIRA tasks for props and structures with detailed instructions for outsourcing partners
- Directed model and texture artists in completion of art assets and modular building kits for my maps
- Designed and created modular block outs of large locations using 3Ds Max
-Created building kits for project-wide use
- Responsible for low and high poly modeling and sculpting for props and structural assets
- Developed unique and tiled PBR materials and textures for props, set pieces, and structures
- Completed level art work, prop placement, and set dressing
- Gathered research and reference for assigned levels and locations
- Technical troubleshooting on console dev kits to ensure stability and optimization for all platforms