I’m a Senior 3D Environment Artist with 16 years of experience spanning games, product design, training, and simulation. My passion lies in crafting immersive environments that invite players to explore, and I’ve had the opportunity to do so on shipped titles including Concord, Call of Duty: Modern Warfare 3, and Call of Duty: Vanguard.
With experience in Unreal, Unity, and various proprietary real-time engines, I thrive in collaborative, creative teams that are passionate about world-building. I’m looking to join a talented and welcoming team where I can contribute my expertise and continue creating compelling, explorable spaces that enhance player experiences.
○ Develop the hub environment for an unannounced project in collaboration with the Brass Lion team.
○ Model and texture high and low poly 3D props and environment kit pieces, ensuring efficient use of texture resolution.
○ Utilize PBR workfl ows in Substance Painter and Designer to create high-quality stylized textures and material masks.
○ Guide associate artists on best practices to enhance workfl ow and maintain quality standards.
○ Work with Level Designers to balance artistic vision with gameplay needs, ensuring immersive and functional spaces.
○ Set-dress environments to create engaging, lived-in worlds that enhance storytelling.
○ Manage outsourcing requests by creating and organizing Jiras to streamline asset production.
○ Built immersive sci-fi environments for Concord, working closely with the World Art Team to bring the Art Director’s vision to life.
○ Developed levels using modular kits in collaboration with the palette team to maintain art direction and production efficiency.
○ Set-dressed levels to craft visually rich, dynamic worlds that align with gameplay needs.
○ Provided feedback to the palette team to optimize kit usage for environment creation.
○ Collaborated with the Tech Art team to develop and refi ne tools for improved production workfl ows.
○ Optimized performance by refi ning levels and fi xing bugs to meet target goals for stability and efficiency.
○ Developed play spaces, vista areas, and overhead views in collaboration with the Art Director and Lead Artist.
○ Led multiple maps to completion as a Pod Lead, overseeing art quality and performance
benchmarks.
○ Created first-pass environment art to define the atmosphere, architecture, and visual
identity of levels.
○ Worked closely with Level Designers to ensure maps maintained artistic fidelity while
supporting gameplay objectives.
○ Resolved performance and visual bugs to deliver polished, high-quality levels.
○ Coordinated with cross-discipline teams to meet deadlines and maintain production
pipelines.
○ Managed proxy meshes and references for outsourcing teams to ensure consistency in
asset production.
○ Contributed feedback to lighting and FX departments to enhance the visual impact of
maps.
○ Mentored junior artists, providing guidance on tools, workflows, and best practices.
○ Directed the 3D Team, providing clear art direction.
○ Facilitated the company’s new animation system, including creating tools for the art team
to easier implement and test new animations
○ Modeled and textured 3D content, including props, buildings, and vehicles.
○ Coordinated with Project Managers to establish deadlines and schedules for the 3D Team.
○ Worked with the engineering team to develop new tools for the art team
○ Tested new tools and provided feedback on required fixes
○ Moved and trained the 3D team into Jira for better project tracking