I am a self-motivated 3D Artist specializing in Hard Surface and Environment modeling. Maya is my primary modeling software where I'm able to create both high and low poly resolution assets. I also have experience in map design, lighting, UI, texturing from the stylized to photo-real, and pipeline asset management. Outside of Maya additional software that I have experience in are Unity, Unreal, Photoshop, xNormal, ZBrush, Quixel Suit, and Substance Painter.
Responsible for creating custom shaders, materials, and texturing assets.
Platform Service - The Lake (iPhone/iPad)
Title - Trigger Fist G.O.A.T (iPhone/iPad)
Title - Trigger Fist (iPhone/iPad)
I Played an extensive role in the level design process to ensure that players could become fully immersed in an enjoyable multiplayer environment. Molding, UV mapping and texturing environment and hard surface assets. 3D model optimization along with the creation of LODs based around performance requirements. UI design and implementation into Unity using NGUI
Responsible for implementing map assets into the Unity engine, map lighting, placement of spawns/camps/zones and the creation of nav mesh. Asset pipeline management, ensuring that 3d and 2d assets are following naming conventions and meet quality standards based around performance and style guidelines.
- Asset Pipeline Management
Molding environment assets, UV mapping and texturing.
Molding, UV mapping and texturing environment assets.
Level design, Molding, UV mapping and texturing environment assets.
Title - The Boondock Saints Game SXSW Game Trailer SXSW (CG Video Trailer)
Title - IGT Slots: Cleopatra II (Slots Mobile Game)
Molding, UV mapping and texturing environment and level design.