20+ Years of Real-Time 3D Expertise: Specializating in 3D modeling, texturing, lighting, and scene optimization across AAA games, VR/interactive software, and architectural visualization.
Pipeline Innovation & Workflow Optimization: Proactive problem-solver who routinely researches, tests, and integrates modern toolsets to streamline asset production pipelines.
Leadership & Team Mentorship: Proven track record as a senior 3D artist, directing art style, and mentoring junior artists to elevate visual quality, topology efficiency, and performance standards.
Shipped Titles & Attractions: I Expect You to Die 2 & 3 (Meta Quest 2/3), Location Based Real-Time Interactive Guest Experience for a Major Film Studio - (Confidential Client), Interactive Premier Theme Park Attraction - (Confidential Client)
Environment Art & World Building: Modeled, textured, and composed lighting for real-time VR and non-VR environments across Unreal Engine and Unity, optimizing assets to maintain performance targets on mobile VR headsets and high-throughput location-based entertainment systems.
General 3D Asset Creation: Modeled and textured detailed 3D props, hero assets, and other models, maintaining distinct art styles across multiple shipped titles and experimental projects.
Pipeline Innovation & R&D: Researched and integrated emerging workflows including Blender plugins and CAD modeling in Plasticity. Researched and integrated AI mesh generators (Tripo and Meshy) to generate placeholder and reference models, reducing initial asset block-out turnaround time.
Leadership & Team Mentorship: Authored art direction and workflow documents for multiple projects. Mentored junior 3D artists, conducting regular feedback sessions, improving team-wide modeling techniques, topology efficiency, and adherence to art directional standards.
3D Modeling for various Clients including:
Arch Virtual
Modeling and texturing of props and environment assets for use in architectural visualization and
Oculus Rift VR demonstrations
Exis Interactive
Modeling of a 1950's French Artillery Tank, as well as well as spaceship parts and other 3D models for various clients of Exis Interactive
Random Seed Games
Designed, modeled, and textured various props and environment assets for Lacuna Passage (PC game)
Salon Alpin
Modeling and texturing of character assets for use in DOTA 2; modeling and texturing of buildings, rocks, and
terrain for various video promotions
Worked on BioShock Infinite under contract from TimeGate Studios
-Created new level geometry and props
-Modified and re-textured old assets with optimized UV's and higher resolution textures
-Created LOD models for large building groups
Worked on: Aliens: Colonial Marines (Xbox360/PS3) and, Unannounced FPS (PC)
-Created new environment assets through high poly modeling, low poly modeling, UV mapping, baking, and texturing
-Decorated levels, built up and detailed already roughed out spaces, created new variations of assets when needed
-Re-textured and re-modeled various existing assets
-Set up lights and optimized lighting in levels
-Optimized models for use with Enlighten lighting system
-Environment artist on six Ghost Recon games, two expansion packs and Sum of All Fears
-Lead modeler for tree and foliage assets using proprietary RealTree software
-Built various game environment assets and implemented them into levels