I'm a senior environment artist with 7+ years of experience working in the video game industry. Most recently I have been working on narrative driven adventures with Deck Nine Games.
Life is Strange: True Colors (2021), Life is Strange: Double Exposure (2024)
• Managed the creation of environment assets by modeling, unwrapping and texturing props, structures, and set dressing elements.
• Utilized 3DS Max, Zbrush, Photoshop, Substance Painter, Substance Designer, Toolbag 3 and Unreal during production of "Life is Strange: True Colors."
Life is Strange: Before the Storm (2017), Life is Strange: True Colors (2021)
• Managed the creation of environment assets by modeling, unwrapping and texturing props, structures, and set dressing elements.
• Took charge of Unreal shader and material development for the environment team.
• Improved the asset pipeline and workflows by assessing the needs of the project and team.
• Utilized Maya, Zbrush, 3DCoat, Photoshop, xNormal, Toolbag 3 and Unity during production of “Life is Strange: Before the Storm.”
• Utilized 3DS Max, Zbrush, Photoshop, Substance Painter, Substance Designer, Toolbag 3 and Unreal during production of "Life is Strange: True Colors."
Eden Falling (TBA)
• Managed the creation of hard surface assets by modeling high and low-poly weapons, props and hero assets.
• Worked independently and self-managed to meet deadlines on remote contract assignments.
• Communicated and organized with the team and leads through online conference calls.
• Utilized 3DS Max, xNormal and Unity.
M2D2: Merging 2 Discover 2morrow
• Contract environment work for “M2D2: Merging 2 Discover 2morrow,” an educational game for special needs students and juvenile detention facilities in Arizona.
• Utilized 3DS Max, Photoshop, xNormal and Unity.
Vermin! Radiation Roundup
• Student development team working on “Vermin! Radiation Roundup,” a tower defense game created in a competitive environment.
• Utilized 3DS Max, Photoshop, xNormal and Unity.