3D Environment Artist
- Worked on Keeper
- Created stylized 3D structural and organic environment assets, textures, and texture masks using Blender, ZBrush, and Substance 3D Painter
- Sculpting, retopology, UVs, baking and texturing within the PBR pipeline
- Unique project art style with custom workflows in Unreal Engine 5
- Populating levels with foliage, props and decals for detail; adjusting materials
- Polish during late stage of development while optimizing for performance
- Worked on Dungeons 4 and DLCs The Good, The Bad and The Evil and Not Another Multiverse
- Creating stylized 3D assets and PBR textures using 3ds Max, ZBrush, Substance 3D Designer/Painter
- Working as per concept art, instructions and blockouts
- Producing stylized 3D sculpts, low poly models, bakes, final textures and meshes according to the studio's PBR workflow and art direction
- Working in accordance to a milestone schedule during late production
- Asset importing, implementing and prefab creation in Unity
- Rigging and creating hard surface prop animations in 3ds Max
- Creating stylized 3d models and textures
- Close communication during early development in a small team
- Working off of concept art
- Creating efficient architectural block-out meshes
- Material Shader creation and implementation in Unreal Engine 5
- Production of stylized assets within given art direction
- Creating low poly and high poly 3D models in ZBrush and 3ds Max
- Texturing 3D Models in Adobe Photoshop and Substance Painter
- Integration of assets into unity
- Creating ideas and concepts for required sets/objects
- Adapting to given stylized artstyle and workflow
- Created stylized, flat-color 3D models
- Historical education game