I am a professional Hardsurface Artist and I have worked in the game industry since 2011. My work ranges anywhere from small mobile games to high end AAA games. Thanks to my experience of working on games like the Borderlands series, Halo series, Batman Arkham series, and more, I have become very proficient with 3D design/blockout, highpoly creation, lowpoly modeling, kitbashing, material/texture creation, engine integration, and more!
I have also led and managed teams doing these same types of work. From managing a strike team to optimize games like Rime to being the Art Lead for Borderlands 4 vehicle work. I have experience with managing people, schedules, and working closely with other teams/disciplines in order to make some fantastic experiences!
Feel free to reach out to me, I would love to hear from you!
I worked with design, modeled, textured, and created materials for the weapons in our Weapon Gestalt System. I also worked closely with Concept, Code, Animation, FX, and Design teams in order to deliver the highest quality weapons that were possible for our customers.
I also acted as the Lead 3D Artist for all vehicle art production in the game. Similar to the Weapon pipeline, I worked with Concept, Code, Animation, FX, and Design teams in order to deliver the best look and experience possible.
Responsible for working with a team of artists in order to create high quality highpoly, lowpoly, and textures. These assets needed match project styles and match asset specifications, all while meeting the strict deadlines of the project. I also assisted, critiqued, and managed other artists in order for their artwork to reach the same high standards that had been set for the project.
I was responsible for a variety of different kind of artwork for different projects. I worked on both 3D artwork and particle effect for games like Marvel Superhero Squad: Comic Combat and Sorcery.