Creative and technically skilled 3D artist with ten published titles in the video game industry. Experienced in art department roles including Art Director, Team Lead, and Senior Production Artist. Led a team of visual artists, providing targeted mentorship that reinforced project standards, supported career growth, and fostered a culture of knowledge sharing and continuous learning. Strong expertise in anatomy, proportion, topology, UV layout, and PBR workflows.
I believe that my experience in collaborating with the members of an art team at a variety of levels will enable me to step into a 3D Artist position and hit the ground running. I’m looking forward to any and all opportunities.
• Directed internal and external teams for asset creation on Conan Exiles, ensuring visual consistency and high-quality results.
• Authored and maintained Confluence documentation that standardized workflows, improving cross-team efficiency and reducing onboarding time for new artists.
• Provided detailed feedback via Jira on topology, UVs, and style adherence, leading to higher-quality assets and fewer revisions in the production pipeline.
• Designed production templates and tools to streamline asset creation that streamlined asset creation, reducing turnaround time and minimizing manual errors.
• Led instructional sessions to share advanced techniques and best practices, elevating team skill levels and fostering a culture of continuous learning.
• Collaborated with concept and production leads to align 3D feasibility with design intent, ensuring creative vision was maintained while optimizing for production constraints.
• Created characters, weapons, props, and environments across multiple titles.
• Optimized workflows using ZBrush and Substance Painter for legacy projects, leading to improved visuals
• Mentored junior artists, elevating team skill levels and fostering a culture of continuous learning.
• Created hard-surface weapons for Dune: Awakening using mid-poly/decals workflow and layered material masks for UE5.
-Hired mid-production to prepare and texture Kung Fu Panda character models for the Vicious Engine.
-Prepared Dreamworks' hires meshes to be game-ready, and textured using a PBR pipeline to match Dreamworks style sheets.
-Modeled and textured props and weapons for Adventure Time.
-Spear-headed a massive polish overhaul of the majority of in-game assets.
-Implemented changes to the entire art pipeline which resulted in greater efficiency and communication between departments.
-Consistently met production deadlines for both the game launch and subsequent patches.