I have fourteen years of professional experience in AAA game development modeling, texturing, integrating, animating, and rigging environment assets, as well as in world building/level assembly. I like to explore all kinds of styles and subjects and consider myself a 3D generalist, though presently I'm focused on game art vegetation.
At That's No Moon, I create high-quality, photorealistic vegetation assets as a member of the photogrammetry team. Using both team-captured and self-captured data, I build vegetation assets with Details Capture, RealityScan, RawTherapee, RizomUV, Houdini, SpeedTree, ZBrush, Substance Designer, Substance Painter, and Photoshop. I’ve built a custom photometric stereo rig and have grown my own plants for capture.
I work across level art, tech art, and design teams to help define biome recipes, improve foliage performance and tooling, and align foliage assets with gameplay intent. I also maintain internal foliage documentation and oversee foliage art initiatives.
For Halo Infinite, I worked on biome palettes for a centralized content team, starting from pre-visualization to final, performant ship quality using photogrammetry, Zbrush, Substance Designer, SpeedTree, and Maya.
For Halo 5, I did world building/level assembly across Halo 5's campaign and multiplayer, starting from design gray box, as well as prop modeling, material/texture creation, and dynamic prop setup.
For Halo 4, I rigged and animated simple environment art assets, as well as set up dynamic, destructible assets. I optimized, integrated, and polished outsource assets, did general technical modeling across environment art, and modeled hard surface props for campaign and multiplayer.
My responsibilities included storyboarding, modeling, texturing, and animating assets with Photoshop, ZBrush and 3Ds MAX for 3D cinematics.