Principal Environment artist at Wildlight Studios
HighGuard-Principal Environment Artist
Worked on landscape, Buildings, and POI’s throughout the game. Creating polished final art using PBR and other techniques to achieve a cohesive art style.
Modeled, and created props and materials fitting to the art style of highguard
Helped improve workflows through documentation and inter-departmental discussions
Participated in regular playtests and feedback sessions.
Focused on high quality pieces whether it was high detail materials in Substance Designer or sculpting detail in zbrush for a top quality finish on assets.
Framing and composition of the maps and roads for design and gameplay purposes
Back 4 Blood Unannounced Project - Senior Environment Artist
Learning and Help develop new pipeline for project
Working with art, design, and Material Team to create high quality assets
Created multiple proof of concept areas and props for new project while implementing new pipeline and procedures
Helped create Blue Sky blockouts and areas for the project
Back 4 Blood DLC (Expansion 1,2,3) - Senior Environment Artist
Modeled, and created props and materials fitting to the art style of Back 4 bloods and any one of things needed for my section of the DLC maps.
Worked with Design and Material team to create compelling gameplay areas
Participated in regular playtests and feedback sessions.
Composition and quality was at the forefront for my areas creating a compelling and immersive story for the player to play through
Unannounced Single-player Title -Lead Environment Artist - November 2021-Present
Pre-production, Exploring tech upgrades to push the look of the game
Apex Legends - Principal Environment Artist
Worked on maps, map teases, arenas, town takeover since the launch of the game.
Led small teams in charge of map updates for the map Worlds Edge
Led small team in charge of the creation of arenas maps Overflow, Party Crashers, and Phase Runner
Owned large map style creation including blockouts, materials, models, and terrain
Owned large zones in all four maps Olympus, World's Edge, Kings Canyon, Storm Point
In charge of managing performance/memory for Olympus, and World’s Edge maps
Mentoring team members on workflows for performance and art tasks
Helped create pipeline/documentation for Substance Designer and material creation
Provided feedback for the overall health and playability of the game on a regular basis
Titanfall 2 - Senior Environment Artist
Worked on maps, map teases, arenas, town takeover since the launch of the game.
Owned large map style creation including blockouts, materials, models, and terrain
In charge of maintaining performance/memory for multiplayer and single player maps
Mentoring team members on workflows for performance and art tasks
Helped create pipeline/documentation for Substance Painter and Quixel Suite
Provided feedback for the overall health and playability of the game on a regular basis
Titanfall 1 - Associate Environment Artist
Worked on maps, map teases, arenas, town takeover since the launch of the game.
Owned large map style creation including blockouts, materials, models, and terrain
In charge of maintaining performance/memory for multiplayer and single player maps
Mentoring team members on workflows for performance and art tasks
Helped create pipeline/documentation for Substance Painter and Quixel Suite
Provided feedback for the overall health and playability of the game on a regular basis
Minibots - 3D Artist
Concepted ideas for character wearables, and avatar items
Created environment props and tileable textures
Created models and materials for stylized assets
Finalized using the Playstation Home Engine
Free Realms - Environment Art Intern
Concepted ideas for characters, and In-game furniture
Modeled, and created hand-painted textures using a specific art style
Imported and set up all the level actors in Free Realms actor tool
Making product renders for major company advertisements.