I'm a 3D Artist with 8 years of experience working as a modeling and texturing artist in the game and product visualization industries. Titles I've contributed to include Kaidro: Clan Battles by Kaidro LLC under Gadget-Bot Studios and Beasts of Bermuda by Sastrei Studios.
Responsible for creating 3D assets for Kaidro: Clan Battles, an arena shooter based on the Kaidro property. More information on the game can be found here: https://kaidro.com/game/
Provided high poly modeling, low poly retopology and LOD creation, UV mapping with multiple channels, and PBR texturing and baking using Maya and Substance Painter.
Created 2 game-ready weapon assets
Created photoreal product renders of Caterpillar machinery for use in their marketing. Primarily consisted of studio style exterior and interior spin sets, but also included more unique images such as cutaways and compositing rendered machines into working site photos.
Engineering models were cleaned and set up for rendering in 3ds Max and Maya, a process that included remodeling broken models, UV mapping, texturing, and on occasion rigging and reposing. Images were rendered using V-Ray, final images were composited using both Photoshop and After Effects.
Due to my high speed and accuracy, I was put on the internal QA team within 6 months of joining the team. This extra responsibility consisted of reviewing renders produced by other artists to check for issues and make sure they matched the company’s standard of quality.
Typically handled 3-5 projects weekly, each with their own deadlines and assigned budget (standard of around 40 hours per project). On top of normal work, I also handled about 5-10 of the above QA requests per week, with about an hour devoted to each request.
Had a hand in developing several new project workflows that required creative thinking, such as rendering interior shots with an exterior environment that only altered the lighting of the cab's glass and not the rest of the machine.
Responsible for creating dinosaur assets for two different survival games, six for Dinosaur Battlegrounds by Evolving Art, and one for Beasts of Bermuda by Sastrei Studios. Both games were made in Unreal Engine 4.
Handled modeling, texturing, rigging, and around 25 animations per dinosaur using ZBrush, 3ds Max, and Substance Painter. In addition, one of the dinosaurs for Dinosaur Battlegrounds was made with both a scaled and feathered variant, requiring two different sculpts and material sets
Primary work was on the PC game The Defenders, a tower defense game pitting toys against bedroom monsters made in Unity.
As the sole artist on the team, I was responsible for pretty much the entire 3D pipeline, from concept to final animated assets ready to be put in engine. Worked on about 10 different characters as well as props and environmental assets using ZBrush, 3ds Max, and Substance Painter.
Designed the 3D art unit for a high school game development course for an outside client, walking students through how to model, texture, and animate a low poly spaceship for use in Unity. Since the course required using free software, I had to switch from my usual software to learning Blender and Gimp in under a week, and I was able to successfully complete my portion of the project in only about a month.
Worked on two different character asset packs for the company to sell on online marketplaces, one consisting of stylized monsters and the other being realistic dinosaurs. Both had about 8 characters, all fully modeled, textured, rigged, and animated.