Contact
[email protected]
[email protected]
SKILL SET
|
Blender
Zbrush Maya |
Photoshop
Substance Painter Substance Designer |
Houdini
Unreal 5 DaVinci |
WORK EXPERIENCE
Sanzaru Games // MAY 2025 - JAN 2026
Senior 3D Artist
Senior 3D Artist
- Modeled detailed high poly props for visual look development and exploration.
- Modeled low poly counterpart meshes, unwrapped, textured, and packaged assets for game engine.
- Worked across teams to showcase content in-game by capturing and editing a video for studio & partner wide all hands event.
- Integrated 3rd party high resolution assets into Unreal Engine through optimization efforts.
- Utilized prefabricated assets & materials, to create an environments in a Level.
Midnight Society // MAR 2022 - JAN 2025
Lead Environment Artist
Lead Environment Artist
- Collaborated with Directors to define and reinforce creative vision for project. Early efforts include look development to explore visual foundations.
- Lead efforts to create first playable experience though Level creation, Level Design, and Environment Art.
- Managed environment art team, assigned taskings, lead weekly reviews to build team cohesion and quality control. Aimed to reinforce collaborative workspace and allowed artists to choose taskings.
- Collaborated across multiple departments to reinforce production goals and address various goals and/or taskings.
- Worked with Tech Art to request, establish, or adjust tools for use in workflows to further optimize and reinforce working pipeline. Additional collaborations included creation of project wide shaders.
- Lead efforts to create racing experience for live event. Designed race track and track art elements.
- Integrated various unreal marketplace asset and systems packs to populate spaces with set dressing elements and reinforce immersion through things like weather systems or audio packs.
- Oversaw level creation and management to keep outliners organized and orderly through production.
- Collaborated with UI, Concept team to create back drop environments for main menu screens.
- Created modular world building kits, interactive props, hero assets, and extraction assets.
- Created construction blueprints for various world building efforts as well as run time blueprints for player interactions. Some examples include keypads, doors, lights etc
- Aimed to create a fun working environment, championing ideas and lifting up team members who went above and beyond to meet goals or take initiative for game ideas.
HALO INFINITE // 343 Industries // SEP 2016 - MAR 2022
3D Environment Artist - MP Map Lead (Art)
3D Environment Artist - MP Map Lead (Art)
- Collaborated across teams to drive creative vision for two multiplayer maps (LaunchSite & Highpower)
- Addressed various challenges as it pertained to map vision, development, and delivery within desired schedule.
- Provided direction and tasking to team members assigned to support MP world building.
- 3D modeling and texturing utilizing Blender & Maya in order to create perf friendly game assets (render and collision meshes within budget)
- Utilized prefabricated assets and in house tools to populate a level.
- Modeled & uved architecture elements on top of preexisting design layouts
Shadow of War // Monolith // NOV 2015 - AUG 2016
World Artist
World Artist
- Modeled high & low poly terrain feature sets, unwrapped, textured and placed in level.
- Utilized prefabricated assets and in house tools to populate a level.
- Utilized in house tools to author terrain materials.
- Created both Macro and Micro tiling textures in Zbrush and Substance Designer for use on terrain feature sets.
- Modeled & uved architecture elements on top of pre existing design layouts.
HALO 5 // Microsoft 343 Industries // APR 2013 - NOV 2015
Technical 3D Environment Artist
Technical 3D Environment Artist
- Modeled high & low poly props, unwrapped, textured, and packaged assets for engine.
- Utilized prefabricated assets & materials to create Environments in various levels.
- Optimized numerous props for ship // LOD generation // Collision // Reduced draw calls.
- Defined play space boundaries in which levels would exist in engine.
- Provided both art and asset integration direction to outsourcing companies for prop assets.
- Provided tech support and guidance to art teams on solutions with in house techniques.
- Evaluated numerous levels to provide working optimization solutions to env leads for both custom collision and assets exceeding ideal costs for ship.
HALO 4 // Microsoft 343 Industries // FEB 2011 - FEB 2013
Technical 3D Environment Artist
Technical 3D Environment Artist
- Modeled high & low poly props, unwrapped, textured, and packaged asset for engine.
- Utilized prefabricated assets & materials, to create an environment in a Level.
- Defined play space boundaries in which levels would exist in engine.
- Defined streaming order for levels // Pre loads and drop outs.
- Tracked and reported on memory budgets for assigned levels.
- Alleviated draw calls outside the field of view for assigned levels to increase performance.
United States Army // JAN 2004 - JAN 2007
Infantryman / Training NCO
Infantryman / Training NCO
- Assigned to a Mechanized Infantry platoon as a team leader.
- Participated in combat operations during Operation Iraqi Freedom. Provided tactical and technical guidance to supervisors and subordinates on and off the field.
- Promoted to junior NCO upon return. Responsible for the care and welfare of 6 Soldiers, retained position two pay grades higher than appointed as Training NCO, conducting Administrative duties and deployment readiness with a battalion that numbered 630 Soldiers.