I create visually compelling and engaging game worlds. 🌍 With 20 years of experience in the gaming industry, I love bridging the gap between art and design, and delivering high-quality visual and gameplay experiences for players.I have contributed to multiple AAA titles, such as Fortnite, Call of Duty, and Halo, as...
Crafting visually compelling game worlds while filling in the blanks for Art and Design
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Helping spearhead overall metrics for scale and feel. Doorways, stairs, elevation changes, verticality, and rhythm between intimate / breathable spaces.
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Lighting, terrain sculpting, BSP, Nanite, Lumen, metrics knowledge and experience.
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Utilizing Maya alongside Unreal Engine to help get my team simple custom assets/UCX collision we need quickly without clogging the ENV ART pipeline.
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Authoring foundational building blocks, such as proxy meshes, white box materials, world metrics, and asset collections for the team.
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Problem-solving both artistic and technical aspects of world building, such as lighting, atmosphere, collision, navmesh, player flow, storytelling, pacing, composition, and performance.
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Striking a balance between concept art and game-play needs, and the conflicting goals those two sometimes introduce.
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Being a Team Player: Collaborating with numerous teams, taking pressure off leadership, being proactive in communication, validating and listening to others, giving constructive feedback, and supporting the studio as a whole.
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Seeking to constantly grow on both design and art fronts.
Bringing ideas to life: Crafting visually compelling game worlds while filling in the blanks for Art and Design
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Authoring foundational building blocks, such as proxy meshes, white box materials, world metrics, and asset collections for the team.
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Utilizing Maya alongside Unreal Engine to get assets in and out of the game, authoring collision, setting up source files, and cleaning up geometry.
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Problem-solving both artistic and technical aspects of world building, such as lighting, atmosphere, collision, navmesh, player flow, storytelling, pacing, composition, and performance.
•
Striking a balance between concept art and game-play needs, and the conflicting goals those two sometimes introduce.
•
Being a Team Player: Collaborating with numerous teams, taking pressure off leadership, being proactive in communication, validating and listening to others, giving constructive feedback, and supporting the studio as a whole.
•
Seeking to constantly grow on both design and art fronts.
Texturing, 3d modeling, and designing AAA game spaces for co-op, singleplayer and multiplayer experiences.
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Striking a balance between concept art and gameplay needs, and the conflicting goals those two sometimes introduce.
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Working across numerous departments and individuals to ensure map exceeds gameplay and visual bar
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Ensuring level stakeholders are all on the same page by keeping communication constant and ongoing.
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Working as middle management, or point person, attending high level meetings with directors and delegating feedback and concerns to other assigned builders
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Participating in the interview process for new design candidates
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Problem solving design and art issues. Making sure game designers and artistic vision are aligned.