I am a skilled character artist with a strong passion for all aspects of gaming. I bring self-motivation, a fun approach, and a fast-paced work ethic to every project. I excel in texturing for traditional and PBR workflows, and I effectively integrate art into game engines. I am actively seeking a dynamic workplace where I can thrive and further develop my expertise.
I'm into games like Wayfinder, DarkSiders, Palia, World of Warcraft, Until Dawn, and Horizon Zero Dawn, to name a few.
-Confabulating on style and look for creatures and character for the project.
-Texturing of creatures for the project.
-Modeling of High and low res for in game models.
Responsibilities:
-Scheduling
-Character work
-Animation
-Menu and Hud design
-Leading and guiding the art team
Responsibilities:
-Capture and clean up of motion capture data on a rig.
-Rigging
-Character modeling, UV's and texturing.
Responsibilities:
Modeling, texturing, rigging, and animation of characters and weapons.
Responsibilities:
Modeling and texturing for mobile
A 30-day course where the art students are focusings on one of three categories. The categories are Animation (three cycles in a performance), a sculpted prop (sculpt, game res, and PBR texture) the style can be realistic or stylized (wow or Overwatch in PBR), and a full body linked character sculpt.
Responsibilities:
-Critic all three categories
-Workflow and software troubleshooting on tasks/projects.
-Portfolio review
-Approving tasks/projects
-Very good understanding of anatomy, the motion of the human body, digital sculpting, excellent knowledge of UV optimization, and Understanding texturing for PBR.
Contract Character Artist
Duties:
-Sculpting and Posing Digital Character (for 3D print) for Tabletop games
-Following copyright guidelines and concept art for Clients like Marvel, DC, and Pathfinder
Responsibilities:
- Designating assignments for the modular modeling team
-Critiquing submissions and quality control
-Providing direction and guidance on art tasks
-Producing high-quality modular prop meshes (High-Poly and Low-Ploy)
-Leading weekly meetings
-Task assignment for the team.
A 30-day Production class. In this class, art students are tasked with one of there portfolio projects. In the second part of the class, students are working with clients on projects ranging from guided self-studies to working on/with various Game Demos. The demos are made together with other degree programs.
Responsibilities:
-Creating, guiding, troubleshooting various projects ranging from Animation, Character-, Prop-, and Environment for a game engine (Unity, Unreal, In-house).
- Acting Lesean for Game Art to all clients
-- Meeting with clients and art teams
-- Asset review and client changes
-- Setting up milestones so that deliverables can be meet
--Negotiations of what assets will be delivered and when.
- The Overseeing of web portfolio creation guidelines and submissions for art students.
A game made by students for students. The goal of this game was to teach students math, writing and more through play.
Responsibilities:
-Help to guide gameplay and art creation.
-Organizing art students to work on the game and assist in art related pipeline problems.
-Responsible for overall consistency in art style.
A 5-month class where students (artists and developments)
get together to make a game of one or more levels.
I was part of over 200 projects in this time span.
Responsibilities:
Overseeing Art Direction and Style
Mentoring/ Teaching artists how to get the art into the game.
Mentoring artists in the fields needed for the game: UI design, modeling, rigging, texture, base FX.
Supporting the art team with pipeline problems
Communicating and resolving issues between Art and Developers
Setting up miles stones and deliverables for the project.
Giving gameplay feedback and bug reports.
Here is an example of what one production cycle was able to do.
Art Director\ External Producer for GP Games:
Studio: GP 05/11 Black Box
Games: -Cast Away
-Dark Matter
-Parasite
The projects can be seen here:
http://gameproject.fullsail.com/gpgames/index.php/category/shenanigames/
Art Director\ External Producer for GP Games:
A 5-month class where students (artists and developments)
get together to make a game of one or more levels.
I was part of over three-plus projects in this time span.
Responsibilities:
Overseeing Art Direction and Style
Mentoring/ Teaching artists how to get the art into the game.
Mentoring artists in the fields needed for the game: UI design, modeling, rigging, texture, base FX.
Supporting the art team with pipeline problems
Communicating and resolving issues between Art and Developers
Setting up miles stones and deliverables for the project.
Giving gameplay feedback and bug reports.
Here is an example of what one production cycle was able to do.
Studio: GP 05/11 Black Box
Games: -Fender Bender
-Office Race
-Retirement Home Roundup
The projects can be seen here:
http://gameproject.fullsail.com/gpgames/index.php/category/blackboxstudios/
Responsibilities:
Overseeing Art Direction and Style
Supporting the art team with pipeline problems
Communicating and resolving issues between Art and Developers
Setting up miles stones and deliverables for the project.
Helping with gameplay is from of user feedback and bug report.
Role: Creature Artist
Responsibilities:
Sculpting, Modeling, and Texturing
Role: General Artist
Responsibilities:
Modeling, Texturing, Hud and Menu work