Summary

Fine Arts college graduate with an immense passion for gaming, 3D art and design. My goal in every project is to work collaboratively and efficiently to maintain a healthy work environment, communicate to preserve the artistic vision, and meet all necessary deadlines. I believe that every day is another chance to become better than the last day.

Education:
| Bachelor of Fine Arts | Evergreen State College | Olympia, WA | 2011 |
| Software Certification | Future Poly | Bellevue, WA | 2011 - 2012 |

Personal Skills:
| Ambitious | Open-minded | Avid gamer | Persistent | Communicative | Prioritize effectively | Reliable | Energetic | Meticulous | Self-motivated | Time management | Self-directed | Team player | Proactive |

Professional and Personal References available upon request.

Skills

  • Low-poly Modeling
  • High-poly Modeling
  • Digital Sculpting
  • UV Mapping
  • Texture Baking
  • PBR Texturing
  • Concept Design
  • Retopology
  • Traditional Art
  • Rendering
  • Weapon Design
  • Software Proficiency

    3ds Max
    3ds Max
    Maya
    Maya
    ZBrush
    ZBrush
    Substance Painter
    Substance Painter
    Unreal Engine
    Unreal Engine
    Marmoset Toolbag
    Marmoset Toolbag
    Photoshop
    Photoshop
    TopoGun
    TopoGun
    NDO
    NDO
    xNormal
    xNormal
    CrazyBump
    CrazyBump

    Experience

    3D Environment Artist (Contract)

    ArenaNet
    September 2016 - Present | Belllevue, WA, United States of America

    • Conceptualize original designs through proportion and color theory into fully realized textured models for proprietary project

    • Translate provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the desired quality

    • Ensure each model and texture meet to engine performance and memory requirements, including triangle count and texture maps; add animation and visual effects when desired

    • Tasked with crafting LOD models for props with various levels of difficulty (whether they are static or have animations and effects)

    • Executing high to low poly pipeline following the established art direction and style

    • Adapt to new responsibilities

    3D Hard Surface Artist (Contract)

    Exis Interactive
    February 2016 - March 2016 | Tacoma, WA, United States of America

    • Fully modeled and textured the exterior and interior of a sports car that was showcased alongside SprintR VR technology at GDC 2016

    • Incorporated multiple references to obtain the level of detail knowing the player would be sitting behind the steering wheel and able to look around the entirety of the interior

    3D Hard Surface Artist (Contract)

    PolyPixel 3D
    December 2015 - January 2016 | Tacoma, WA, United States of America

    • Successfully modeled and textured next-gen asset based on the provided concept art and budget constraints

    • Textures were created using Substance Painter and PBR guidelines

    • Maintained excellent communication and delivered finished product in a timely fashion

    3D Hard Surface Artist (Contract)

    Above & Beyond Technologies
    September 2013 - March 2015 | Tacoma, WA, United States of America

    • Conceptualized weapon designs into full 3D models using both high poly and low poly techniques

    • Textured diffuse, specular, and gloss map, as well as producing ambient occlusion and normal map

    • Sculpted in ZBrush using organic modeling practices

    • Constructed shader materials in conjunction with UDK's Cascade (Unreal's particle creation system)