I’m an Environment Artist & Level Designer with 9 years game-development experience. I’m trained & skilled with working in fast-paced live-development teams with a solid background in environment creation, composition and photography. I excel in environment world-building, creating & supporting game-play spaces as well as creating game-ready assets & materials.
I had the immense pleasure to work with the exceptional team at Calypte - A Virtuos Studio, before the decision was made to dissolve the company.
It was an amazing experience, and I'm blessed to have worked with such talented people. Together I worked with the team on an undisclosed project, below were a few of my main responsibilities:
Created geometry and developed kit assets for an undisclosed project.
Level Design and Gray box of interior spaces for prototype demo within Unreal 5.
Mood lighting and skybox creation for prototype demo within Unreal 5.
2D ideation for alien marine plant life.
Neverwinter is a large project with contributions from so many talented individuals across multiple disciplines.
As part of the dedicated Environment Art team on the Neverwinter project I helped create a variety of Adventure Zones and Dungeons as well as various assets and materials throughout the game.
Here were a few of my responsibilities:
Level design, World building and lighting for adventure zones, dungeons & pvp content.
Modular kit development for interior spaces, village assets and rock kits.
Developed material generators for environment support and asset surfaces.
PS4 performance and frame-rate stability overhaul.
Visual overhaul for Expansion re-launch content including updated materials, lighting & assets.
Team oriented mentoring and training.
Middle Earth: Shadow of War is a big project with contributions from so many talented individuals across multiple disciplines.
I’ve been fortunate enough to contribute to the creation of action props, optimization of various assets, & shadow geometry throughout these maps. Working with the game-play team I supported in many collision meshes, the creation of drake mount collision shells, some movement adjustments, & boundary player collision. Working with the Visual Effects team I was able to assist in the integration of weather effects through each of the maps and on many of the buildings throughout the game.
It was truly a pleasure to be able to work with everyone involved and contribute to the amazing Lord of the Rings universe. A truly humbling experience.
Neverwinter is a large project with contributions from so many talented individuals across multiple disciplines. This project helped shape much of who I am as a developer and I am truly blessed to have been apart of this fantastic team!
As part of the dedicated Environment Art team on the Neverwinter project I helped create various Adventure Zones and Dungeons as well as various assets and materials throughout the game.
This project will always hold a special place in my heart as it was the first universe I was able to craft that hundreds of thousands of players will enjoy. Truly a dream come true! Thank you Cryptic for allowing me to be apart of this!
Heavy Water was a small Playstation Home development studio based near San Diego.
With this team I was able to create low poly fashion items for Playstation Home avatars and contribute to the teams 3d development of mini-games within Playstation Home.
This team gave me my first experience within the game industry, plucking me out of school for an internship. I had the privilege to work with a talented small dedicated team to create many awesome assets for the Playstation Home community. I am grateful to have been apart of this team while I could, it was a blast!