3D Hard Surface Artist / Designer who loves to tackle new challenges. Get in touch.
Create organic and hard surface assets for R&D projects. Developed standardized workflows and documentation for internal and external use. Responsible for modeling (blockout, high and low poly), texturing, rigging, and concepting when needed.
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.
Problem solve new ways to make asset creation processes faster and more efficient through the use of new software and through documents presented to both Engineers and Tech Artists.
rain incoming lead artists and outsource managers, as well as external vendors, to raise the quality standards for Riot’s artistic efforts. Provide online/in-person feedback and training to mitigate vendor errors.
Create new teamwide communication and feedback processes in order to reduce unnecessary art revisions.
Work with engineering to set the standards for our shader by editing base engine materials, enabling artists to create a wider variety of materials.
Attend management and interview training to better provide leadership value for a small team.
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.
Work together with Concept Artists, Animators, and Designers on ensuring the best player experience. 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.