SOFTWARE KNOWLEDGE
| 3ds Max | Maya | ZBrush | Substance Painter | Unreal Engine 4 | World Machine | Marmoset Toolbag |
EDUCATION
| Bachelor of Fine Arts | Evergreen State College | Olympia, WA | 2011 |
| Software Certification | Future Poly | Bellevue, WA | 2011 - 2012 |
INDUSTRY EXPERIENCE
Amazon
3d Artist (Contract)
December 2020 – Current
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Create and retouch 3D assets and materials for use in web-based, real-time applications, and photo realistic renderings
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Maintain quality bar for accuracy, aesthetics, and productivity
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Continuously improve workflows and processes
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Valkyrie Entertainment - valkyrie-entertainment.com
3d Environment Artist (Contract)
September 2019 – February 2020
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Worked alongside team to develop and create environments that ranged in size and scope for use in a Virtual Reality space
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Collaborated with client and internal team to adjust workflow and epand on different techniques in order to advance each project to final production
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Constructed and iterated upon block outs to establish composition and mood for both interior and exterior elements
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Modeled and sculpted assets to seamlessly fit the style and atmosphere of each environment
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Focused on player interactivity to elevate the sense of immersion
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Lowe's Innovation Labs - lowesinnovationlabs.com
Art Manager
January 2019 – August 2019
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Managed outsource art team to ensure deadlines were maintained
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Verified the quality of incoming assets from art team, and make improvements where necessary to fit technical constraints and art direction
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Prototyped pipeline workflows and optimization to implement into real-time engines
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Organized asset database through Jira, Perforce, and in-house tools
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Collaborated with team to set strategic vision for content tools, and planning of milestone delivery for all assets
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Identified solutions to evolve and enhance the content creation process
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Constructed tutorials for outsource partners to establish consistent workflow
3d Artist (Contract)
April 2018 – December 2018
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3d asset creation derived from scanned data through photogrammetry pipeline
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Assisted in testing assets through mobile AR experiences
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Worked with Art Manager to support incoming assets from outsource studio
Exis Interactive - exisinteractive.com
3D Vehicle Artist (Contract)
March 2016 - December 2017
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Tasked with producing game ready vehicles from provided base meshes for unannounced project
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Modeled and textured vehicle based on assigned concept art under the allotted time and budget requirements
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Fully modeled and textured the exterior and interior of a sports car that was showcased alongside SprintR VR technology at GDC
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Incorporated multiple references to obtain the level of detail knowing the player would be sitting behind the steering wheel and able to look around the entirety of the interior
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ArenaNet - arena.net
3D Weapons Artist (Contract)
September 2016 - September 2017
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Conceptualized original designs through proportion and color theory into fully realized textured models for proprietary project
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Translated provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the desired quality
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Ensured each model and texture meet to engine performance and memory requirements, including triangle count and texture maps; add animation and visual effects when desired
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Tasked with crafting LOD models for props with various levels of difficulty (whether they are static or have animations and effects)
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High to low poly pipeline following the established art direction and style
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Adapted to new responsibilities
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PolyPixel 3D - polypixel3d.com
3D Prop Artist (Contract)
2015 - 2016
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Successfully modeled and textured next-gen asset based on the provided concept art and budget constraints
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Textures were created using Substance Painter and PBR guidelines
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Maintained excellent communication and delivered finished product in a timely fashion
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Above & Beyond Technologies - therepopulation.com
3D Weapons Artist (Contract)
2013 - 2015
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Conceptualized weapon designs into full 3D models using both high poly and low poly techniques
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Textured diffuse, specular, and gloss map, as well as producing ambient occlusion and normal map
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Sculpted in ZBrush using organic modeling practices
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Constructed shader materials in conjunction with UDK's Cascade (Unreal's particle creation system)
PROFESSIONAL SKILLS
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Author realistic textures (Albedo, Normal, Roughness, Metal maps) based on high to low poly pipeline derived from concepts and real world references
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Texturing using Physically Based Rendering techniques and principles to create game ready AAA environments, weapons, vehicles, and props
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Efficient UV mapping for baking out maps and texturing
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Maintaining the targeted budgetary constraints, deadlines and open communication to ensure consistent art direction
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Verify art performance, scale and appearance inside game engine
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Digital sculpting of organic and hard surface objects
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Background in basic animation theory
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Producing quality renders
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Attention to design theory pertaining to silhouette, color, and proportion
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PERSONAL SKILLS
| Ambitious | Open-minded | Avid gamer | Persistent | Communicative | Prioritize effectively | Reliable | Energetic | Meticulous | Self-motivated | Time management | Self-directed | Team player | Proactive |