Senior Hardsurface/Weapon Artist. Currently at BulletFarm with professional experience on multiple game titles creating guns, weapons, vehicles, and props.
Product visualization including retopologizing CAD models, modeling products from scratch, and finishing with realistic textures and materials.
3D art coursework including writing and videos for online school Beyond Extent.
Workshops on cutting edge Hard Surface art workflows. Covering CAD modeling, CAD to poly conversion, and workflows to maximize time saving.
Mentorships covering all levels of production ready Hard Surface art, from beginner to advanced.
Created realistic, high quality guns, other weapons and hard surface props. I was also responsible for rigging and skinning my models as well as some weapon concepting.
As a hard-surface artist at Wargaming I faithfully recreated tanks and armored vehicles in high detail using Maya and Substance Painter. I have worked on both vehicles that are real and need to be precisely recreated, as well as ones that never got past the conceptual phase where I needed to fill in the blanks of what reference is available using believable design choices.
At Tripwire I concepted, modeled, and textured weapons and hard-surface items for first person shooter: Killing Floor 3. I worked closely with the design, concept, rigging, and animation teams to ensure the weapons and assets conveyed their purpose, looked great, and were made well for easy rigging and animation.
I was part of the Character Props team working on Injustice 2, Mortal Kombat 11, and their upcoming unannounced game. I concepted, modeled textured, and rigged weapons, weapon skins, hardsurface and organic props. I developed custom character materials key to those character's aesthetic, and was responsible for reviewing and critiquing in-house and outsourced props for quality and leveraging my unique knowledge to provide realism and uniqueness to a level beyond previous projects.
Worked on a canceled, open world, multiplayer, survival, Unreal 4 Engine game. Developed custom Unreal materials which included features such as multi-texture sets with vertex painting and height blending; pixel based world up masking for procedural dust and moss.
Created game engine environments for clients to be used in sales pitches and architectural visualization. I created a wide variety of hard-surface and organic assets which I assembled into the final scenes using Unity and CryEngine.
• Created detailed and realistic game-ready 3D models.
• Developed new procedures to eliminate bottlenecks for a more efficient pipeline.
• Trained new 3D artists.
Created virtual store shelves and environments for the purpose of researching consumer habits by using eye tracking and monitoring shopping habits. Shelves and environments were also used to pitch new ideas of product placement and organization, package design, signage, and store layouts.
• Developed for emerging technologies to create immersive virtual experiences.
• Oversaw and managed projects.
• Lead team of outsource developers.
Worked with clients such as Adidas, T-Mobile, HTC, and Twitter to create 3D models and digital assets.