QC Games (2017-Present)

UNANNOUNCED PROJECT (PC)

SENior ENVIRONMENT ARTIST

  • Using the unreal engine and multiple modeling packages, my primary focus for this project was to create hard surface and organic modular kits, props and materials that could be used for world building across a variety of maps. 

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

CERTAIN AFFINITY (2012-2017)

UNANNOUNCED PROJECT (PC,XBOX ONE, PS4)

ENVIRONMENT ARTIST

  • For this project I created terrain and organic props for world building.

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

CALL OF DUTY: MODERN WARFARE REMASTERED (PC,XBOX ONE, PS4)

ENVIRONMENT ARTIST

  • Using the Radiant engine and Maya, my primary focus for this project was to create terrain and organic props as well as world build to successfully usher Modern Warfare into the current generation of consoles.

  • Created hard surface buildings and props for multiple maps.

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play

DOOM (PC,XBOX ONE, PS4)

ENVIRONMENT ARTIST

  • Using Id Tech and Modo, I created hard surface and organic assets from blocked out maps and took them to polish for the shipped title.

  • Collaborated with FX artists to create models that would later be animated.

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

HALO: THE MASTER CHIEF COLLECTION (XBOX ONE)

ENVIRONMENT ARTIST

  • Using the Halo Engine, Zbrush, and Maya I created all of the rocks and terrain for the multiplayer map Zenith(Ascension).

  • Created several hard surface structures for the multiplayer map StoneTown(Zanzibar)

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

HALO 4 (XBOX 360)

ENVIRONMENT ARTIST

  • Using the Halo Engine, Zbrush and Maya, I created hard surface buildings and props as well as terrain from blocked out maps and took them to polish.

  • Collaborated with FX artists to create models that would later be animated.

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

 

CRYPTIC STUDIOS (2011-2012)

NEVERWINTER ONLINE (PC,XBOX ONE, PS4)

ENVIRONMENT ARTIST

  • Using the Cryptic Engine, Zbrush and Max, I created hard surface and organic props to be used for world building.

  • World Built the dungeon Mount Hotenow starting from block out to finished polish.

  • Implemented all of the lighting for Mount Hotenow to aid in player pathing and enhance the mood and environment.

  • Coordinated with level designers and tech artist to ensure clean performance and unhindered game play.

 

TECHNICAL SKILLS

Proficient in 3DS Max, Maya, Modo,Fusion 360,Zbrush,Mudbox,Substance Painter,Quixel Suite,SpeedTree,Radiant,Id Tech,Unreal Engine,Halo Engine,Perforce,Photoshop,Illustrator

Education

The Guildhall at SMU(2009-2011)

MIT in Art Creation for digital games

University of Kansas(2002-2006)

BFA in Illustration and Design