3D character artist with a technical art background
Created 35+ painterly characters and variants to identically match the hand drawn esthetic.
Hand painted texturing on all characters, weapons, and props.
Designed a system to allow Flow Maps to work on animated watery characters.
Built custom shaders and materials for flipbook style animation of textures on characters.
Created and iterated a custom water shader for obstacles, projectiles and damaging attacks.
Modeled & textured a variety of environmental assets, buildings, weapons, watery hazards.
Built all assets with rigging/animation in mind, collaborated constantly with those teams.
Participated in playtesting and provided feedback to designers.
Thrived within a remote team, communicating across several states in the U.S.
Teaching part time Intro to 3D Game Art to 38-40 students. I absolutely love teaching game dev, this has been such an incredible experience to help train the next generation of game developers.
Created stylized racing go-karts with geometry for squash & stretch animation.
Textured stylized vehicles with stylized Unreal PBR pipeline.
Communicated with a creatively remote team.
Indie game with 120,000 downloads in first release month on steampowered.com
Created realistic human and alien creatures:
ZBrush > Maya > Substance > Unreal workflow.
Textured characters using packed texture methods for Unreal PBR workflow.
Designed and created alien creature combining knowledge of anatomy & muscle structure.
Started iterative model to rig workflow, collaborated with rigging artist & animator regularly.
Unreal particle VFX & Houdini fire R&D.
Created military vehicles, tanks, planes, ships, and buildings for pilot flight simulators.
Created PBR textures, tileable textures, & trim sheets.
Built complex LOD optimization structures by manually reducing poly count in models.
Built modular asset kits and textures for wide use.
Wrote documentation on animation retargeting processes.
Implemented an intern on-boarding system to ease transition of new interns.
Initiated office wide upgrade from Maya 2016 to 2019 for current features.
Tested a new custom FBX exporting system, co-wrote documentation.
Modeled and textured mechanically accurate hero character
Each joint was piston driven, requiring model to be built on correct pivots to be animated properly
Animated the Robotic character
Featured on ABC4 News for innovative Alternative Control Game at University of Utah gaming event