I am a character artist primarily interested in stylized and hyperreal content. I have worked on large scale console titles such as Saint's Row and Skylanders as well as small mobile and PC games. I have learned a ton from all of these experiences and hope that I can pass that knowledge on to others!
Building game-ready character apparel for online marketplaces and creating fun, tangible 3D printed products.
-Sculpting, retopologizing and texturing digital parametric clothing for Epic’s Metahuman platform.
-Setting up Metahuman geometry and materials with full shape and color customization support so that customers can reliably and easily tailor the clothing for their game.
-Creating digital high-poly sculpts for 3D printed toys and ornaments.
Collaborated with the art team to deliver avatar assets that fit a robust character customization system for real-time use in the Unity game engine. Worked closely with engineers to ensure the suite of more than 20 player modification tools were documented, functional and easy to use for players and mod creators.
-Rigged more than 800 avatar clothing items.
-Developed over 100 facial cosmetic options using Substance Painter and integrated into the character creation system.
-Reviewed and integrated more than 400 new outsource assets.
Improved existing art pipelines introducing new tools and techniques such as sharing Substance Painter smart materials. Mentored 3 junior artists to help elevate the art team.
-Modeled and textured more than 40 original low poly characters, creatures and vehicles compatible with in-house mobile game engine.
-Painted over 60 new textures variants to help increase revenue and player engagement.
-Authored smart material presets in Substance Painter to maintain consistency throughout the art team and improve team efficiency.
Worked closely with art and design teams to ensure VR crafting and interactive objects met gameplay and visual goals. Revised complex character assets for better rigging and animation results which also read clearly in virtual environments.
-Collaborated with 2 concept artists and 3 designers to meet visual goals.
-Retopologized props and characters to make geometry limits as invisible as possible in macro VR space.
-Sculpted and textured more than 40 crafting props, environment pieces and creatures.
Created toys and video game pieces for Skylanders Imaginators. Contributed to a library of over 1,400 avatar customization parts which were used both in-game and for 3D printed player made “Create your own Skylander” systems.
-Sculpted 3 hero characters for both toy production and game ready models.
-Designed, modeled and textured over 100 custom avatar parts to work both in-game and as 3D printed parts.
-Printed prototypes of toy assets using industrial 3D printers before sending them to toy manufacturers.
Adapted workflow to accommodate needs of 3 different mobile games. Collaborated with leads and team members across 3 separate projects to ensure artistic requirements and quality bar remained high.
-Created high poly models for banners and pre-rendered game sprites.
-Optimized and remapped UVs for texture atlases and optimization.
-Hand-painted textures for more than 20 low poly in-game models.
Challenged the limitations of browser games with a competitive MOBA starring beloved Universal icons.
-Advanced the studio's quality bar, reaching the highest possible visual standards while working with a very limited browser-based game engine.
-Delved into new and exciting art styles developing a unique and welcoming MOBA.
Embraced innovative game-play and platforms to challenge what is possible in games.
-Developed compelling and playful characters with extremely limited asset budgets.
-Strove for character customization worthy of one of the world's largest entertainer's products.
Explored new visual avenues for established and successful franchises.
-Developed new art styles for characters alongside Art Director and concept artist.
-Upheld quality standards established by a billion dollar franchise.
Embraced innovative game-play and platforms to challenge what is possible in games.
-Developed compelling and playful characters with extremely limited asset budgets.
-Strove for character customization worthy of one of the world's largest entertainer's products.
Championed asymmetrical game play in a 3 faction real-time strategy environment.
-Challenged personal experience boundaries by developing VFX for a plethora of game needs.
-Broke out of wheelhouse to create a wide variety of buildings and environment pieces rapidly to facilitate tight production schedule.
Charged into the game industry and helped realize a massive sandbox environment for a new console.
-Brought to life a wide array of eclectic and alluring personalities in the Saint's Row universe.
-Forged a massive and liberating character creation system for players to embrace and enjoy.