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Goldtooth Creative
Unreal Engine Artist
6 months

As an Unreal Engine TD I worked to populate in-engine cut scenes with crowd.  Mo-Cap animation is exported from Motionbuilder and imported into the engine.  I create new anim sets and apply those animations to skeletal meshes and use Cinema to animate their positions and timing to create a living world.

5 months
Environment Artist
EA Games
Waterproof Studios
Unreal Engine Artist
10 months

As an Unreal Engine TD I worked to populate in-engine cut scenes with crowd.  Mo-Cap animation is exported from Motionbuilder and imported into the engine.  I create new anim sets and apply those animations to skeletal meshes and use Cinema to animate their positions and timing to create a living world.

EA Games
Environment Artist
1 yr 6 months

I was at EA for a total of 1 yr and 6 months over two contracts where I worked as a stadium artist.  I modeled, textured and did lighting on stadiums for last-gen consoles as well as new-gen.  I worked within the budgets allowed for both generations and made sure the quality of my work was up to the FIFA standards.  I play tested for bugs on my stadiums as well to ensure a smooth transition into the game build from both the modeling and lighting perspectives.

Nerd Corps
 Junior Modeler
 7 months

While working as a Junior Modeler at NerdCorps  I worked directly from concepts and designs to create assets that flowed nicely with the look of the show and with the other assets being created.  I uv'd and textured my sets and props as well as rigged them for animation.  I also assisted with layout by talking with designers and animators to ensure our sets worked together nicely and that they were rigged to cover all of animations needs and to ensure camera shots were covered.

MPC
Lighter/Wrangler/Modeler
1 year 5 months

I started as an assistant lighter at MPC where I was in charge of organizing, stitching, fixing and releasing HDRIs for Superman: Man of Steel. I created light rigs in maya using Renderman's lighting tools.  After a month of HDRIs I got to put some lighting techniques to the test and light some shots of my own. After wrangling I spent a lot of time modeling for multiple shows.  I  created assets for Fast and the Furious 6, The Lone Ranger, Maleficent, Percy Jackson: Sea of Monsters, Rise of an Empire and pitch work for XMen Days of Future Past.  I modeled and UV'd high res assets for rendering as well as lower res versions for FX renders.

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