3d Environment Artist and Game Developer in the Videogame Industry since 2006
• Responsible for representing and directing a team of artists for several different AAA game projects.
• Managed the model/texture side of gun creation for Borderlands 2. Our robust, procedural gun system broke a Guinness world record for most guns in a game, with more than 17.75 million unique guns.
• Worked with concept and art direction to hone visual design and develop blockout models for all guns in the game.
• Modeled and textured prototype weapons, and managed production throughout completion.
• Provided primary point of contact with code, audio, fx, and animation.
• Provided daily feedback and integration of outsourced work.
• Modeled and textured many many more guns, props, modular sets, robots, loot chests, (and jump-scare mimic naturally), gigantic eyeball bosses, turrets, and more across the Borderlands universe
• Started out making set dress props, and quickly made progress to making highlight, centerpiece models for games and demos.
• Was heavily relied on to provide "Next Gen" art to satisfy publisher's needs and land contracts.
• Made characters, vehicles, modular sets, highly interactive physics based assets, foliage, tiling environment textures, and more.
• Learned to be efficient in a tight production atmosphere. This allowed me to pump out models at a very fast rate and still keep a high visual quality. Found where to focus my time and energy.
• Was quickly able to adapt and excel on different teams for projects, demos, and game pitches. Each team utilized different pipelines and had vastly different visual styles.
• Modeled, uv unwrapped, and textured a wide array of assets and buildings. Created tiling textures, and helped work on characters.
• Setup materials, built collision, worked with animators and level designers to implement models into gameplay.
• Learned to work proficiently in a developer team environment.
• Practiced efficiency techniques in uv unwrapping and modeling to optimize low res textures and low poly models; e.g. Stacking uvs, tiling, mirroring effectively, and high to low poly modeling through normal maps.