Art Director and 3D Artist with many years of experience in the games industry and a lifelong passion for video games.
- Worked with the Principal Art Director and leadership team to set an artistic vision, build and update the art pipeline, and manage the art department on Magic: The Gathering Arena.
- Led art team discussions, established artistic guidelines for upcoming cardsets, and provided feedback and approvals for art deliverables.
- Worked cross-functionally with leads and producers from other departments to
establish a unified development strategy across the Arena team.
- Used Maya, Substance Painter, 3DCoat, and Unity to create environments and characters for Magic: The Gathering Arena.
- Utilized a wide array of 3D techniques to establish and evolve the game’s art style in line with the Magic IP, ranging from physically-based materials and procedural textures to fully hand-painted textures and stylized models.
- Managed multiple other 3D artists, with responsibilities including regular one-on-one syncs, giving performance reviews, facilitating career growth, and acting as a representative for the 3D art department.
- Used Maya, Substance Painter and Telltale’s proprietary engine to create environments for The Walking Dead: A New Frontier and Batman: The Enemy Within.
- Worked in a collaborative environment with other artists to deliver complex scenes in a short amount of time, often contributing to multiple environments at once.
- Worked within an iterative design environment, requiring an ability to quickly respond to changes in the game’s direction by reworking assets and environments to adapt to new gameplay and cinematic goals.
- Used Maya and Unreal Engine 4 to create environments for multiple VR games for Google Daydream, Samsung Gear VR, HTC Vive, and Oculus Rift.
- Adhered to strict limitations on polygon count, texture size, and material complexity in order to ensure the games would run smoothly at 60 frames per second.
- Used Maya and Unity to create environments for the mobile games Deer Hunter 2016, Deer Hunter 2014, and Dino Hunter: Deadly Shores, including layout, modeling, texturing, lighting, and FX.
- Adhered to a strict timeline for each environment while working to streamline the studio’s established art pipeline to be as efficient as possible, resulting in environment creation time being cut in half from 4 weeks to 2 weeks.
- Worked closely with designers to create a compelling gameplay experience and hook up my environments in-game, as well as working with engineers to develop and implement shaders and art-related scripts.
- Supervised and provided feedback for a team of artists in India, as well as mentoring and training junior artists at our studio.
- Worked alongside a team of QA associates to ensure quality performance in games across a wide variety of platforms, including iOS and Android devices, Xbox 360, Playstation 3, Wii, DS, and PC.
- Coordinated directly with developers to locate and eliminate issues as well as perform various testing procedures on the games and their individual systems, including load testing, stress testing, and smoke testing.
- Was responsible for tracking and managing a large volume of issues from creation to resolution, often under tight project deadlines.