An adept 3D modeler and artist with exemplary skills to create imagery, designs, and characters. I possess solid technical skills gained by working on many diverse projects and staying informed and learning emerging technology and techniques. I approach tasks with enthusiasm together with a collaborative spirit effectively working in a group or individually through the design and production process. I bring excellent leadership ability by acting as a team leader and as a mentor to junior artists.
The Artillery merged with the larger company, Immersive Pro in the summer of 2015. I have been working as a 3D artist primarily, building models and creating textures for numerous projects. I have also been aiding other team members in the VFX/Animation department when the extra help is needed. While The Artillery provided projects that leaned more towards realistic environments and animations, the projects at Immersive deal with 3D projection requiring a much higher necessity for precision and scale.
I started out as an intern at the Artillery, working as an illustrator and cleanup artist for their comic book division. After my internship was over, the director for the studio's VFX division hired me as a rigging artist for their current project. The team was working on a series of commercial products including CG advertisements, and instructional videos for a construction company. I was first tasked with creating rigs for construction vehicles in Maya, then later given the job of cleaning up the textures for the same models. As the scale of the project grew, my workload expanded to creating 3D environments, camera and lighting control, 3D VFX and animation, and finally file and render management.
The Two Eyes in Team was the first shipped video game I worked on. I worked with a large team of artists creating levels and environments in 3D before the game shifted to a 2D style. I helped create assets for the levels, as well as some minor animation and FX work when the team needed extra help. I was also one of three artists tasked with cleaning up and maintaining all the art assets for the game.
This project revolved around the development of future technology. Subjects varied from fashion, the personal security, to environmental clean-up. I worked primarily as a visual development artist, building layouts in 2D and 3D space. When needed, I also aided in the process of character animation, as well as asset cleanup.