A Senior Environment Artist with over 6 years of professional experience in the video game industry.
-Developed and refined the vegetation asset pipeline, covering all stages from
graybox to final implementation, to ensure visual fidelity and performance
optimization for Splitgate 2
-Produced high-quality 3D vegetation and biome assets, including models and
textures
-Handled the integration and set dressing of vegetation and biome assets across
more than 5 maps in both arena and battle royale within Unreal Engine
-Mentored junior artists within the biome team, providing constructive feedback to
ensure alignment with the game's artistic direction
-Produced high-quality 3D vegetation and biome assets, including models and
textures for Forza Motorsport (2023)
-Handled the integration and set dressing of vegetation and biome assets across 7
large racetracks in Forza proprietary engine
-Used Jira to communicate constructive feedback to the outsourcing vendor to
ensure alignment with the game’s visual quality and performance standards
-Refined vendor-delivered assets as necessary to meet internal quality benchmarks
-Produced high-quality 3D biome assets and exterior buildings, including models
and textures for an Unannounced TV show
-Handled the integration and set dressing of biome assets and props across
large cities and organic environments within Unreal Engine
-Developed the graybox environments to support the design process and
successfully finalized them through the final art pass
-Produced high-quality 3D hard surface props and environments, including
models and textures for The Twenty-Fifth Air Force in Virtual Reality Simulation
-Produced the custom collision for various props to ensure proper handling
within the VR environment
-Handled the integration and set dressing of hard surface assets and props
within Unreal Engine
-Set up and utilized static lighting baking to ensure a visually appealing result and
optimal performance within Unreal Engine