• Home
  • Info

Portfolio

Picture
Solo Project
Fall 2014
Time-frame: 8 Weeks

Software Used: Unreal Engine 4, Adobe Photoshop, Quixel Suite, Blender

I completed production of this scene over the course of 8 weeks for a college course. I used this scene as an opportunity to expand my ability to handle large natural landscapes and create detailed foliage. I also tried to go further with scene dynamics and effects than I went with previous portfolio scenes. For example, the ocean water material was created from scratch as were all the particle and foliage effects.
Picture
Solo Project
Summer 2014
Time-frame: 10 Days
Software Used: Unreal Engine 4, Adobe Photoshop, Quixel Suite, Blender

I used this project was an opportunity to take a crash course in using the Quixel Suite beta release. Stylistically, the run down and abandoned aesthetic was an excellent proving ground for the software as a reliable texturing tool. Due to the speed at which I could work using dDo and nDo in tandem, I ended up texturing almost every asset this way and the project was completed to my satisfaction in only 10 days.
Picture
Project Role: Lead 3D Artist
Winter 2014
Software Used: Unreal Engine 4, Adobe Photoshop, Quixel Suite, Blender

Battery Jam was developed by a team of 5 for a college game design studio course. My role on the team was lead 3D artist. As such, I did the vast majority of the modeling and texturing for the characters, environment and powerups. I also handled all of the particle effects, lighting and material work.
Picture
Kiz Studios
3D Art Intern
Summer 2014

Games: Might and Mayhem, Unannounced Title

As a 3D art intern at Kiz Studios, I spent my time modeling and texturing stylized assets for use in mobile games. Working primarily on flat shaded assets under strict technical limitations, my time at Kiz allowed me to improve my ability to maximize available resources when working on models and textures.


Picture
Solo Project
Spring 2014
Software Used: Unreal Engine 4, Adobe Photoshop, Blender, Zbrush

This project was my first environment created specifically for Unreal Engine 4. I also used it as an opportunity to use more complex texturing methods for architecture. The central storefront building in this scene was based closely off of photo reference from 19th century Paris, and I wanted the texturing to not limit how accurate I could be to the reference. This scene was also my first use of physically based rendering in a full environment.
Picture
Solo Project
Summer 2013
Time-frame: 1 Month
Software Used: UDK, Adobe Photoshop, Zbrush, Blender

This project originated entirely as a personal portfolio piece and an opportunity to learn more about modular asset structure in UDK in a large detailed scene. I also used it as a chance to dig deeper into UDK's material system, applying features like vertex blending for moss and chipped paint. One of my main artistic goals on this project was to do as much of the texturing as possible by hand, either through painting in Photoshop or sculpting in Zbrush. As such, the vast majority of tiled textures in this scene were built inside Zbrush, and very little photo texture resources were used in the final scene.


Picture
Solo Project
Summer 2015
Time-frame: 6 Weeks
Software Used: Unreal Engine 4, Adobe Photoshop


Ultra Dynamic Sky was a customizable sky shader and interface which I created for Unreal Engine 4, as a product to be released on the Unreal Marketplace. The goal of the project was to create a sky which convincingly offered a dynamic layered cloud effect with fully procedural and turbulent clouds. The sky has since been purchased on the Unreal Marketplace by more than 1000 developers and has seen numerous patches with new features, such as dynamic cloud shadows and better static lighting integration.

Picture
Project Role: Art Lead
Winter 2013
Time-frame: 10 Weeks
Software Used: UDK, Adobe Photoshop, Zbrush, Blender


This project was done as a college assignment on a team of four, over the course of 10 weeks. As the most experienced environment artist on the team, I took the role of art lead. In terms of modeling and texturing, I built the main architectural frame of the scene as well as the entirety of the central "Chains' Starship Surplus" rotunda area. Another major part of my role on the scene was my work in engine with UDK. As the only team member working in UDK, I was responsible for the asset structure in engine as well as material work, effects and lighting.


Picture

Video Reel

Powered by Create your own unique website with customizable templates.