Environment Artist at Bluepoint Games
~~Unannounced Next-Gen Title~~
- Coordinated with art and level design to define project conventions and metrics
- Developed a large modular architecture kit and pushed its boundaries with
various tests
- Developed quality benchmarks for levels and assets utilizing Bluepoint's
proprietary tools and engine
- Modeled & textured multiple in-game environment assets using ZBrush, Maya,
and Substance Painter
~~God of War: Ragnarok~~
- Worked closely with level designers to bring the designer blockout to gold
standard, ensuring alignment with gameplay and narrative requirements
- World built several levels utilizing SMS proprietary tools, with primary time
spent in Maya, Houdini, and the game engine
~~Demon’s Souls Remake~~
- Established the formation of file structures, naming conventions, and art briefs
for over 200 outsourced assets
- Documented progress of internal/external props and provided comprehensive
technical and artistic feedback to the outsource lead
- Owned world building and optimization efforts, from original game geometry, to
meet gold standard specifications across multiple areas
- Built assets with Bluepoint’s in-house tools and engine, along with Maya,
Zbrush, Substance, Houdini, and Marvelous Designer
-Created low resolution 3D environments tailored for web browser interaction among internal employees of a client
~~Mobile Platformer~~
-Developed 3D set-dressing assets and platforms using Maya and Unity for an infinite mobile platformer game
~~Internal Sales Pitch~~
-Used Maya and UE4 to model and re-create a 3D environment based on the provided on-site photo references of a real life space