- Set the quality bar for Valorant Hard Surface assets.
- Create product decks to identify opportunities and set product direction on skins.
- Pitch, lead, and art direct skin lines to ensure a high quality bar and collaboration between disciplines.
- Responsible for the idea and art direction of Prime and Glitchpop, our two most popular weapon skins.
- Create and define style guides, standardized workflows, documentation, and develop new pipelines with leads, outsource managers, and engineering/tech art.
- Train incoming artists, outsource managers, and external vendors.
- Provide feedback and oversee over 500+ weapon skins.
- Manage stakeholder expectations in order to create a more predictable production pipeline.
- Improve team-wide communication and feedback processes in order to reduce unnecessary art revisions.
- Work together with Concept Artists, Animators, and Designers to define how assets function and interact with players with a focus on ensuring the best player experience.
- Teach BFA - Props and Weapons for Games course at Gnomon.
- Responsible for mentorship and growth of students. Provide a syllabus of weekly work required as well as any relevant 3d examples needed.
- Create weapons, attachments, and equipment for Black Ops 3 DLC.
- Create optimized workflows and set the quality bar for Black Ops 4.
- Responsible for Modeling (blockout, high and low poly), Texturing, Rigging, and Concepting when needed.
- Problem solve new ways to speed up asset creation through the use of new software and through documents presented to both Engineering and Tech Art.
- Set up standardized file and scene management for both the team and outsource vendors.
- Create outsource documentation with the Outsource Manager.
- Work closely with the Concept Artists, Animators, and Leads to create interesting and functional weapons.
- Responsible for modeling, texturing, shading, rough animation blockouts, and concepting when needed.