I am a 3D artist and art manager with over a decade of experience in 3D art. I have a passion for creating Dinosaurs, Creatures, Wildlife and Vegetation and have applied those interests to projects spanning games, commercials and action figures. I also have experience mentoring and working with other creatives to maintain standards across art departments and enjoy working with other artists to reach common goals.
I have extensive experience working with anatomy both on animal and human characters and have spent much of my career working on projects that demand high attention be paid to believable and realistic portrayals of organic characters. I also have experience working with and consulting experts on paleontological reconstructions, as well as working across game development departments to ensure that standards meet various quality benchmarks.
At Dreamlit I oversaw the character creation pipeline for a large cast of creatures and human characters for the game Towers of Aghasba. I both created character assets myself, helped to develop workflows and pipelines for creative problem solving of technical issues and maintained artistic and technical standards with various outsourced character artists.
I was also responsible for large parts of the organic environment art helping to create many different vegetation assets and various organic environment pieces.
I worked on the Beasts of the Mesozoic line of toys for Creative Beast Studio offering anatomical and artistic consultation on a number of figures as well as creating high poly sculpts for use as prototypes on a number of action figures.
On the Isle I oversaw the character creation pipeline for over 40 creature assets. I was responsible for the high poly asset as well as the retopology and worked with tech artists to create and maintain poly budget standards.
I also oversaw the creation of many organic environment assets including a suite of tropical vegetation and interactable foliage objects. On these assets I was responsible for most of the 3D asset pipeline including the creation of hand sculpted and painted texture atlases and the construction of the final tree asset, complete with LODs and dynamic animation.
At Urvogel I worked on the game, Saurian. I managed and oversaw character creation pipelines for a collection of dinosaur characters. I assisted in the organizing and research for the creation of paleontologically accurate creatures.
I created numerous assets from high poly sculpt, to retopology to texture creation and look development, and for a number of creatures I assisted in rigging and animation, working closely with programmers to create gameplay ready animations.
I also created numerous vegetation assets including hand crafted high detail texture sets, low poly topology and technical work to set them up for dynamic wind animation.
I was responsible for the high poly sculpt, retopology, and high detail texture maps for a dragon character. Created skeleton and muscle geometry for advanced skin and muscle simulation under the advisement of a character rigger.