- Mentoring the Environment Team on process/pipeline/workflow
- Spearheading the direction and scope for the Environment Team
- Maintaining the tools/features in the environment pipeline
- Updating and improving the documentation for the environment tools and workflow
- Collaborate with other departments to address bottlenecks or improvements
- World Building and set dressing maps adhering to the narrative beats
- Building modular kits for maximum use and efficient performance
- Establishing first looks lighting and building lighting systems
- Assembling reusable blueprints and sequences for narrative environment details
- Working with other disciplines to discuss limitations and scope of features/tools
- Working remotely to create art content for various military training simulations
- Optimize assets via shaders, LOD, and efficient UV layout/packing
- Light and set dress environments for Unity levels
- Design UI mockups and implement art into Unity
Leading the art team into our newest endeavors. Documenting, researching, and training while improving our art pipeline. Establishing direction of environments in conjunction with the Art Director. Working with producers and outsource managers to meet deadlines.
Responsible for designing and creating environments in The Secret World. This involved everything from creating props, white boxing, set dressing, and lighting. Also created some of the various mounts in the game and character gear.
This position served as both art director and contract manager. I was responsible for the hiring and managing contract artists. On top of that, I developed the visual styles of our games that were created in Unity.
Created environments and built various props. Also responsible for lighting. Not only did I create 3D assets, but I built some of the games UI. Outside of game development, I helped assemble promo materials for marketing purposes. These included videos, pamphlets, icons, and banners.