I randomly pressed buttons until I got here. Jokes aside, my experience ranges from AAA game asset creation, film and military simulation. I got a knack for character creation but I'm eager to learn anything new beyond my scope.
Created assets for the purpose of VR military simulation:
• Created hard-surface/environment assets using photogrammetry
• Implemented assets into Unity using Perforce
*Most of the assets cannot be shown for security reasons
Assisted in the visual effects for the short film The Keeper's Diary: A Biohazard Story
● Created the main Hunter creature from sculpting to final texture phase
● Rebuilt zombified head of the main actor using scan information to enhance existing makeup
List of projects worked on and my responsibilities on them:
Fortnite
∙ Created props, weapons, gliders, and pickaxes (sculpting, modeling, texturing).
Torchlight 3
∙ Developed props, modular character pieces, heads, and hairstyles.
Marvel Midnight Suns
∙ Designed enemy models and hero skins (e.g., Magic, Scarlet Witch).
SMITE
∙ Produced minion and hero skins (e.g., Baba Yaga, Cupid).
Diablo IV
∙ Assisted with props and character outfits.
Remnant 2
∙ Crafted characters and skins (e.g., Dwell, Fae Knights).
Fallout 76
∙ Oversaw a character outfit’s development under tight deadlines; handled leather jacket asset.
Hero Forge
∙ Modeled and baked maps for chest armor sets.
The Texas Chainsaw Massacre
∙ Provided ongoing asset feedback.
Under NDA Titles
∙ Developed stylized character outfits; supervised a client-facing outfit.
Company Projects
∙ Built a realistic medieval outfit with PBR textures.
∙ Refined sculpting and retopology for a creature asset.
Assisted in the visual effects for a religious short film:
● Sculpted, modeled and textured several character outfits and hair
Sculpted and retopologized several animal assets for an indie post-apocalyptic game
Collaborated with several experienced artists to deliver a higher-than-expected quality PreVis of theme park rides:
• Worked on character design/character sculpting, modeling/texturing assets such as props and architecture, and implementing such assets into Unreal Engine.