I am a character artist primarily interested in stylized and hyperreal content. I have been working on video games since 2004 and 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 these experiences and hope that I can pass that knowledge on to others!
Collaborated with 5 artists, 6 designers and 5 engineers to deliver avatar assets that fit a robust character customization system. Worked closely with engineers to ensure the suite of more than 20 modding tools were documented, functional and easy to use for players and mod creators.
-Sculpted 6 high poly avatar heads increasing visual fidelity of base characters.
-Rigged and weighted hundreds of avatar clothing items.
-Reviewed and implemented more than 100 new outsource assets.
Improved existing art pipelines introducing new tools and techniques. Mentored 3 junior artists to help elevate the art team.
-Modeled 40 original low poly assets compatible with mobile device limitations.
-Painted over 40 new textures and variants to enhance and overcome lighting restrictions.
-Created smart material presets in Substance Painter to maintain consistency throughout the art team.
Worked closely with art director, concept artist as well as character and design teams to hit visual and game-play goals for both characters, environment objects and props. Revised complex character assets for better rigging and animation results.
-Collaborated with 3 concept artists and 3 designers to meet visual goals.
-Retopologized props and characters to meet rigging and in-game metrics.
-Sculpted and textured more than 30 props and creatures.
-Sculpted 6 complete characters.
Collaborated on an innovative customization system for the Skylanders franchise by expanding on existing character systems which provided new and fun ways for the audience to experience the game. Contributed to a library of over 1400 avatar customization parts.
-Sculpted 3 hero characters for both toy production and game ready models.
-Designed and crafted over 100 custom avatar parts to work both in-game and as 3D printed parts.
-Created prototypes of and revisions on toy assets using industrial 3D printers.
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.