I'm a digital artist with a background in 3D graphics who, much like my art style, draws inspiration from games, fine arts, and nature. Along the way I’ve worked with a glass caster to make portraits of classical composers, with a VR/AR game studio to create beautifully optimized assets and environments, produced an intricately detailed wedding sculpture, and even spent a few months programming a plugin’s interface for Maya.
Throughout my growth as an artist, I’ve held closely to my eye’s desire for accurate reproduction of detail. Whether I’m modeling, sculpting, texturing, sketching, programming, 3D printing, or designing gameplay, that same desire will be at the foundation of my work.
Along with producing environment art, I took on the role of organizing and optimizing art content while aligning efforts between the art and engineering departments.
• Designed, prototyped, and produced the environment for the VR game, Home a Drone, aligning my efforts to meet a series of tight, often unpredictable deadlines.
• Optimized performance across art assets to meet strict VR standards. Researched and prioritized options for each deadline by making use of light probes, light baking, LODs, billboards, occlusion culling, and by reducing mesh and material counts.
• Organized scene and file structures within Unity to stabilize content growth and provide clear, consistent communication between departments.
• Coordinated with our engineers to ensure art assets were implemented as intended.
• Identified and completed crucial tasks that remained unclaimed late in production while working to balance art styles and provide marketing renders.
Continued working with Construct, eventually moving out to SF (May, 2018) to join the team in person and full-time.
• Designed and produced a large number of low-poly, VR-friendly assets for an update to "The Price of Freedom". Assets were created with PBR texturing in a photo-realistic style.
• Programmed modular UI for the Maya plugin of our "Vera" software using Python with Qt bindings. Worked together with our engineers to ensure stable, efficient communication between their data and my interfaces.
• Produced concept art and rapidly prototyped environments in Unity for a number of VR/AR client projects and studio marketing materials.
• Produced an environment kit and several assets for the VR game, "The Price of Freedom".
• Designed and produced a pair of full-scale banners for conference displays.
Worked remotely to design and produce a pair of realistic hand and arm models with clean topology representing the main character in the VR game, "The Price of Freedom".
• Produced a series of relief sculptures, many featuring portraits of musical composers,
which were 3D printed, cast in glass, and donated to musical organizations and museums.
• Researched, tested, and documented new workflows for digitally sculpting in relief while
developing a deeper understanding of the medium’s unique challenges.
• Designed meshes for 3D printing, coordinating with my client to provide stable results.
• Coordinated with a team of animators to model and texture a number of stylized
characters using low-poly, animation-friendly topology.
• Repaired the models and textures of several existing characters to unify styles, clean UVs
and meshes, reduce file size, and correct anatomy and forms.