I'm currently working as a Senior Texture Artist @ Respawn Entertainment on Star Wars Jedi: Survivor. I previously worked as a Team Lead Artist @ Ubisoft Toronto on the Far Cry 6 Post Launch Content. I have 14+ Years of Experience as a 3D Artist creating Textures and Materials, Environment Art, and Props in the Video Game Industry.
My title contributions include Star Wars Jedi: Survivor, Far Cry 6, Far Cry 5, Far Cry 4, Splinter Cell: Blacklist, X-Men: Destiny, and Halo: Reach.
• Team Lead Texture Artist on Post-Launch Content for Far Cry 6, including crossovers with Rambo, Danny Trejo, and Stranger Things.
• Co-Lead a Team of Modelers and Texture Artists from Look Development to Content Lock.
• Worked with Technical Direction and Production to ensure our Workflows and Methods were sound, identified any areas of concern for production, and suggested new JIRA workflows.
• Worked closely with Tech Art to Develop New Shaders and Scripting Tools.
• Worked closely with Technical Direction, Production, and Art Direction to ensure we would deliver very high-quality Art, with low impact on Memory and Performance, within a Short Time Frame.
• Worked closely with other Leads to ensure Production ran smoothly, communication was clear, and that dependencies were delivered on-time.
• Focused on enabling our Artists to choose their interests and exposed them to new Workflows and Practices to help hone and expand their skill sets.
• Utilized a combination of Procedural, Hand-Crafted, and Photogrammetry methods to create Textures for structures and props using Zbrush, Substance Designer, Substance Painter, Photoshop, 3DS Max, and PhotoScan.
• Responsible for creating final Material setups and Polish, blend mask creation, Decal modelling and placement for larger/complex structure assets and kits. Worked closely with our team of modelers to ensure we have optimized Material setups, Draw Calls, and UV's.
• Worked closely with Leads and Art Directors to deliver high quality assets that match their vision and to maintain a cohesive look for our library of Textures, Material setups, and assets.
• Point-person for look development and benchmark content creation relating to Texturing and Material setups, setting artistic and technical guidelines for our team to follow and replicate.
• Routinely constructed training and documentation materials, conduct live demos and presentations, edit demonstration and tutorial videos, supervise 1-on-1 training and mentoring and write step-by-step tutorials, regarding asset creation, technical setups and guidelines, and improving art, storytelling, and realism. Involved in establishing naming conventions and organizational methods relating to Texturing and Modeling for our team as well as for our co-development and outsourcing partners.
• Worked closely with Technical Directors to deliver technically sound assets and an optimized and efficient library of Textures as well as test drive, debug, and propose new tools, shaders, and features. Continuously work to ensure our Textures are optimized, calibrated, and tagged with proper metadata, and remain visual cohesive and distinct.
• Delivered validation notes and feedback for other artists and actively engage regular critiques to improve the visual quality, technical execution, and visual cohesiveness with the rest of the game as well as continuously strive to improve our team of artists and their collective talents and skills.
• Taught Advanced Texturing and Material creation for Video Games and Animation using Photoshop, 3DS Max, Zbrush, Substance Painter and Substance Designer.
• Mentored the Students and assisted them in the development and execution of their team project.
• Responsible for Modeling and Texturing structure and prop assets for environments, gameplay, and cinematics while adhering to strict technical constraints.
• In charge of various Levels including asset placement, set dressing and managing the technical including bug fixing, balancing memory and performance, entity count, gameplay and cinematic interactions with level art.
• Responsible for Modeling and Texturing environment art assets for single-player, multi-player, and cinematics.
• Created tileable Textures and Materials for use with props and environment art assets.
• Built collision meshes and set up damage states for new and existing interactable assets.