Professional game developer with over 12 years of industry experience. I am primarily focused on environment art creation, texturing, shading and lighting. In addition to my core skills, I am also an avid Unity game developer with a wide range of experience and knowledge.
During the beginning of Killzone Shadowfall I took on the responsibility of creating many of the materials and shaders needed for the Environment Art teams. During this time I worked on a wide range of materials and other tasks ranging from environment textures, terrain, VFX and outsourcing. I helped to organize and execute these tasks to deliver AAA quality results on time for this PS4 launch title.
After this project I worked on Horizon Zero Dawn continuing to develop shaders and materials in addition to world terrain creation. Here I became familiar with World Machine and worked a great deal with Substance Designer to deliver a large amount of the materials for the terrain and rocks for a large world filled with rich variety.
I was responsible for producing final environment art and coordinating small art teams for several levels of this PS3 title including DLC content post launch.
I am responsible modeling, texturing, lighting, overseeing the production of all "man-made" environments for an upcoming MMO based in the Warhammer universe. I began the project in the early days of production as a regular environment artist eventually becoming the lead during February 2007.
I helped finish the production of the Nintendo FPS game called Geist. My work was primarily environment modeling, texturing and lighting.