Vancouver based environment artist working in the games Industry.
I have a focused interest in substance designer to empower my dynamic real time pipelines. With my experience working in AAA, indie, and VR game development I bring a flexible and highly focused series of workflows to teams that share my dedication/passion for game development. I also enjoy Dungeons & Dragons, rpgs, and fantasy literature.
Duties:
•Creating online instructional courses for Substance Designer
•Guiding students through the digital development of their environment portfolios.
•Developing and understanding industry standard pipelines for instructional purposes.
• Environment production and optimization
• Pipeline standardization and Workflow development
• Shader and Material Development
Remote - Contract
Duties:
• Environment production and optimization
• Pipeline standardization and Workflow development
• Team relations budgeting and communication
• Clientele communication and relations.
Duties:
• Texture development for procedural tiles within substance designer for stylized PBR.
• Level and Worlds development for game production
• Pipeline development and standardization of industry practices
Remote Contract
Duties:
• Texture development for procedural Tiles within Substance designer.
• Prop and asset development for contracted projects.
• Coordination with project leads to maintain healthy international schedule
At EA I work on the development of FIFA titles, scene building, texturing and environment modeling all come into play in a generalist role regarding development for switch. Optimizations for the mobile platform take priority at times, but that serves the challenge of creating great art for AAA productions.
At Piranha I had the opportunity to really focus on hard surface modelling as I primarily made cockpits for their mech based shooter mwo. Later on in the production I was able to expand my role contributing to environment production on MW5 as well. As my first experience with a large production pipeline Piranha has cemented itself as a key point in my career signifying both cooperation and dynamic performance in a strong team based setting.
FHG was my first experience working in a game studio. Previous freelancing experience couldn't hold the torch to being apart of the team and working together to create an associated product. While at FHG I had the opportunity to create the majority of the environments for Eon Altar and was even fortunate enough to work in VR for a time contributing to Call of the Starseed. In these roles I fell in love with substance designer as a production asset, and its stuck with me since.
After my graduation I worked for a period of time remotely with Fenrir studios on a vr demo for their tactical shooter Dark storm. On the project I created a variety of assets including statues, buildings, and interiors. When tasks at Flying Helmet games grew more demanding I had to step away from the project, but it was an perfect introduction to the games industry.
At the advocate I was responsible for Advertising development, communication with clients, and organization of print layout for distribution.
As my first introduction to digital production the roots of my career and my fundamentals were developed here. It really took off from this point as I discovered the potential for 3D.