Summary

A highly motivated and successful Environment/Prop artist with a strong understanding of 3D modeling, texturing, and lighting techniques. Willing and able to grow as an artist to deliver triple A content while working independent or in concert with other designers and technical artists to help deliver the best gaming products to market.

Skills

  • Digital Painting
  • 3D Animation
  • 3D Modeling
  • Digital Sculpting
  • Environment Modeling
  • Hard Surface Modeling
  • Lighting
  • Low-poly Modeling
  • Rigging
  • Texturing
  • UV Mapping
  • Cinematics
  • Game Development
  • Set Design
  • High-poly Modeling
  • Shaders
  • Physically Based Rendering
  • Texture Baking
  • Software Proficiency

    3ds Max
    3ds Max
    Maya
    Maya
    Modo
    Modo
    Unreal Engine
    Unreal Engine
    Unity
    Unity
    ZBrush
    ZBrush
    xNormal
    xNormal
    CrazyBump
    CrazyBump
    Quixel Suite
    Quixel Suite
    TopoGun
    TopoGun
    3D-Coat
    3D-Coat
    Marmoset Toolbag
    Marmoset Toolbag
    Substance Designer
    Substance Designer
    Substance Painter
    Substance Painter

    Experience

    Freelance Designer

    Various Projects
    January 2001 - Present | Chicago, United States of America

    • Worked with an indie gaming company called “Culture Shock Games” debuting their first PC game named “We Are Chicago”. For this project 3d props were created along with set dressing certain areas using Unity 5.

    • Executed various artistic techniques & mediums to produce effective creative expressions in game and web development.

    • Reduced overhead costs by 25% to 50% in waived benefits due to freelance professional design work allowing reduction in full time workforce needs.

    Phosphor Games Studio

    Junior Environment Artist
    September 2011 - July 2013 | Chicago, United States of America

    • Produced most of the playable games in Game Party Champions while making sure graphics and style stayed consistent to the design document. Worked out technical issues concerning collision boxes and naming conversion with the Lead Technical artist.

    • Modeled props for both Man of Steel mobile and Game Party Champions for the WiiU. Designed and created weapons for World War Z and The Dark Meadow DLC mobile.

    • Deadlines met by prioritizing which tasks were the most important while working on two mobile game projects leading to increased efficiency and shortening production time.

    • Set dressed various area environments for Man of Steel and World War Z mobile.

    • Assisted researching and traveling to different locations for image references needed for game production.

    • Joined in daily company meetings and discussion groups to give helpful feedback and ideas on current and upcoming projects.

    Associate Artist

    NetherRealm Studios/WB Games
    March 2014 - December 2014 | Chicago, United States of America

    • Successfully produced different versions of "Test Your Might" assets for MKX with the aid of a colleague along with outsourcing. Some outsourced assets had to be optimized and cleaned up before being finalized.

    • Optimized various background NPC characters by producing LOD's then organizing them for both cinematics and in game purposes through Perforce. Also engaged in setting up rigs for each NPC body type then checking joint animations saving time and reducing any room for error.

    • Modeled and rigged various weapons and props for main and NPC characters.

    • Coordinated with designers and animators to help improve game and cinema prop placement and design.