Environment artist with over 15 years experience creating and leading art production for AAA games. I specialize in shaping look development targets, developing art pipelines, and collaborating across disciplines to solve complex challenges and bring expansive, immersive environments to life.
Led the environment art and procedural tools teams for an unannounced MMORPG project.
Drove the style and production of environment assets, providing feedback and guidance on both internal and outsourced work.
Directed the creation of procedural-assist tools to improve level artists’ productivity and world-building workflows.
Mentored environment artists, elevating visual standards and advancing engine development through innovative testing and iteration.
Defined the direction and visual standards for the project’s environment art in collaboration with art leadership to establish a style target.
Partnered with design and tech teams to develop efficient art pipelines and solve technical challenges while balancing scope and performance.
Worked closely with the tech team to design and establish the project’s material system.
Prototyped and stood up working versions of environment features in Unreal Engine before transitioning to the proprietary engine.
Created Houdini procedural tools to accelerate environment asset production.
Environment art production for ESO and expansions, establishing look development targets for new architecture sets.
Created core modular geometry parts and PBR material sets for the rest of the team’s use, while developing pipelines that streamlined art creation workflows.
Modeled, textured, and rendered backgrounds for multiple point and click adventure games
Responsible for animation, lighting, and rendering compositing passes for the film Kill Speed
Modeled and animated environments for several music videos and film projects