- Created particle systems such as spells, footsteps, and blood for characters in Cascade for Unreal 4
- Created natural particle systems for the environment, such as fire, smoke, waterfalls, mist, fog, and swarms of bees
- Used RealFlow and Autodesk 3ds Max to create image sequences based on fluid simulations for particle systems
- Used FumeFX for Autodesk 3ds Max for fire, smoke, and explosions
- Attached particle systems in Unreal 4 to characters, and set up anim notifies to trigger VFX in-game
- Edited blueprints to affix VFX to button presses and function with footstep-based raycasting
- Created animated materials for natural surfaces, such as water and terrain
As a member of the initial team, I contributed heavily to the core of this independently-developed, turn-based action strategy game for the PC that utilized the Unity Engine.
- Rigged and animated characters in Autodesk Maya
- Modeled and textured environment props in Autodesk 3ds Max and Autodesk Mudbox
Environment Artist for Untitled next-gen sci-fi title for PS3/360 (2011)
- Modeled and textured environment assets for use in Unreal Engine
- Generated normal maps in ZBrush and Autodesk 3ds Max
- Created advanced materials
- World building
- Lighting (static and dynamic)
- Level streaming
- Interactive foliage
- APEX destructible objects
- PhysX cloth
- Prototyped Kismet-based player direction in levels with interactive lighting and interactive material triggers
- Placed and set up triggers for FX
Environment Artist for Thor: God of Thunder for Nintendo Wii (2011)
- Modeled and textured environment assets and props using Autodesk 3ds Max
- Responsible for world building for 2 levels
Environment Artist for Thor: God of Thunder for Nintendo 3DS (2011)
- Optimized existing assets for the 3DS
Environment Artist for Star Wars: The Force Unleashed II for Wii (2010)
- Modeled and textured environment assets and props
- Fully responsible for all 3D and 2D assets in one level (half of which were re-used by other artists in the following level)
- Fully responsible for all world-building duties for one level as well as polish and bug fixing on several others
Environment, Prop Rigging, Animation & FX Artist for The Food Network's Cook or Be Cooked! for Nintendo Wii (2009)
- Modeled and textured environment assets, props, and food models using Autodesk 3ds Max
- FX creation in game engine
- Rigging and animating of food props using Autodesk Maya
- Character animations
Environment Artist for Mushroom Men for Nintendo Wii (2008)
- Modeled and textured environment assets and destructible items
- Created concepts for new props when needed
- Modeled and textured environment assets
- Worked with Art Director and Lead Artist to create and polish concepts