Objective
To create aesthetically-rich virtual worlds in an environment that values personal growth and mentorship.
Skills
- lowpoly asset creation in Blender, Maya, and 3DS Max
- stylized texture painting in Photoshop and 3D Coat
- texture map creation in Substance Painter and Designer
- highpoly sculpting in ZBrush
- map baking in xNormal
- material authoring, set dressing, and lighting in Unity, Unreal, and Marmoset Toolbag
- concepting props and environments
Experience
3D Artist - Blizzard Entertainment
Winter 2017 - Present
- Concepted, modeled, and textured plant, tree, and rock kits to fit the theme of each zone and to be maximally usable by level design.
- Painted sets of tiling terrain textures that complement each other and work within a zone’s color scheme.
- Modeled, propped, and lit organic interiors (caves) using Blender, 3DS Max, and proprietary editing tools.
- Lit exterior regions, defining how the sky and sunlight looks over the course of the day-night cycle, during storms, and underwater.
- Created handpainted, fully-animated skyboxes.
3D Artist - Demodern
Fall 2016 - Winter 2017
- Created a modular housing kit with over 40 house types in a historic recreation of the German city of Ulm.
- Constructed the city in Unity including terrain painting, particle effects, post effects, and lightmaps baked externally in Blender.
- Directed external artists in creating key buildings to a high degree of historical accuracy.
- Worked with the lead programmer to ensure a constant minimum framerate of 90 FPS in a scene with over 8,000 props.
3D Artist - Goodgame Studios - 4th Floor
Spring 2014 - Summer 2016
- With the environment art lead, created a style guide for a new IP that fit the art director’s vision and the game’s practical requirements.
- Documented the non-destructive, standardized workflow used by the art team to create stylized textures.
- Modeled, textured, and placed key regions of game levels in the Unreal Engine.
Environment Artist - Tale of Tales
Fall 2012 - Spring 2013
- Worked remotely with Tale of Tales to create art for the prototype version of the game, An Empty World.
- Created, lit, and decorated draft levels in the Unity engine.
- Translated the distinctive vector style of children’s book illustrators Meomi into realtime 3D.
Environment Art Intern - Blizzard Entertainment
Summer 2012
- Modeled and textured game-ready props for the World of Warcraft expansion, Mists of Pandaria.
- Painted concepts for original game assets, with a focus on plants and trees.
- Produced texture variants for existing assets to create a more visually-consistent game world.
Art Intern - Pixo Group (formerly Pixofactor)
Summer 2011
- Modeled, unwrapped,and textured an iOS-spec 3D environment in under 50,000 tris.
- Created concept paintings for the iOS and Android game, Gaslight.
- Created hi-res props for a promotional 3D short film.
Education
Additional Classes
- CGMA - Plants and Vegetation for Games with Jeremy Huxley, November 2020
- Illustration mentorship with Garrett Hanna, December 2019
- CGMA - Fundamentals of Design with Tyler Edlin, July 2019
- Schoolism - Fundamentals of Lighting with Sam Nielson, October 2018
Savannah College of Art and Design
May 2012
- Master of Fine Art in Interactive Design and Game Development
- 4.0 GPA
Michigan State University, Honors College
December 2010
- Bachelor of Arts in Telecommunication, Information Studies & Media
- Bachelor of Fine Arts in Studio Art, graphic design concentration
- Game Design and Development Specialization
Awards
- 2012 - Winner of the first Blizzard Entertainment Student Art Contest
- 2012 - Reveal, Best Student-Created Game at Meaningful Play 2012
- 2011 - SCAD Entelechy Award for Best Character and Asset Design for the model “Pestilence"