- Most recent work on Shattered Space - Starfield DLC, Starfield, Call of Duty: Modern Warfare, Destiny 2: Forsaken and God of War (2018).
- 19 published titles in 18 years for multiple platforms.
- Lead Environment Artist on 8 published titles.
My goals are simple: to be a good dad to my kids and husband to my wife. Next to that I want to take pride in making awesome art for amazing games. Ever since my NES I fell in love with video games and I aspire to be a part of teams that create games which leave an impact on people.
I'm a Lead Artist at Bethesda Game Studios. I most recently worked on the Shattered Space Starfield DLC where I was responsible for a multi-disciplinary team with a goal to bring life and purpose to our worlds while also working on art and establishing pipelines.
Prior to that I worked as a Senior Environment Artist on Starfield. I owned an entire city and was responsible not just for world building but was also trusted to introduce and implement ideas to further bring live and believability to my city. I had the autonomy to create assets as I saw fit to best take advantage of our time and budget. I also prototyped assets that would be sent to Outsourcing and did the entire cycle of modeling/UVing/texturing/material creation/collision creation/implementing into the engine as expected.
All things encompassing environment art throughout the entire production process. Worked with multiple game engines and software packages. Tutored other artists on new workflows.
I was tasked with modeling, UV/texturing, creating materials, and placing assets in levels. Some of my original work was based off of concept art and some from individual reference gather. I also did set dressing using previously existing assets. Most of my work consisted of taking grey box levels with no art in them and bringing them to final quality keeping a fine balance between industry-leading visuals and console budgets.
I was responsible for managing my team while working closely with the art director and designers. Meeting with other leads, giving feedback on outsourced assets, doing anything possible to ensure our deadlines and quality bars were met. When not doing my Lead duties you could find me, modeling, texturing, lighting, doing minor scripting and animating of props and levels.
I was responsible for modeling and texturing numerous environment objects to be used in real time and renders.