Environment artist with over 15 years experience creating and leading art production for AAA games. I specialize in shaping look development targets, developing art pipelines, and collaborating across disciplines to solve complex challenges and bring expansive, immersive environments to life.
Leading environment art development for an unannounced original IP in early preproduction within Unreal Engine.
● Designing and building an environment art pipeline to support expansive world creation with a small team, with
an architecture that can grow as the project scales.
● Driving look development and art direction through asset creation spanning modeling, texturing, material
system development, and procedural tooling.
Led a team of 8 environment artists and 4 procedural tools artists for an unannounced MMORPG project.
● Defined the visual direction for environment assets and props, providing feedback and guidance on internal
and outsourced work.
● Created example assets to establish style targets and validate workflow approaches.
● Oversaw cross-discipline collaboration with design and tech teams, ensuring level artists had the assets
needed to support active level production while keeping pipeline tool development aligned with production
requirements and artist needs.
● Directed development of procedural tools that gave artists direct control over asset variation, damage, and
assembly, reducing manual work without removing artistic intent.
● Mentored environment artists by identifying individual strengths and targeting their development accordingly,
improving overall team output and consistency.
Led environment art asset production and pipeline development in preproduction.
● Defined visual standards and environment art direction for the project in collaboration with art leadership,
establishing the foundational style target.
● Worked with design and tech teams to build art pipelines and resolve technical challenges within scope and
performance budgets.
● Co-designed the project's layered material system with the tech team, enabling significant visual variety and
in-engine adjustability from an efficient base library. Built the working Unreal prototype artists used until the
proprietary engine was production-ready.
● Prototyped and validated environment features in Unreal Engine ahead of the proprietary engine transition.
● Created Houdini tools to accelerate environment asset creation, with additional procedural support for the
biome team's landscape and natural assets.
Drove the visual development for new style sets across ESO and its expansions, creating modular kits and materials for
the broader team.
● Collaborated with art leads and designers to define the style and approach for new architecture sets, creating
look development targets to guide the team's work and maintain visual consistency.
● Produced core modular assets and texture sets other artists used to build large environments efficiently.
● Replaced the existing content creation pipeline with a PBR workflow, modernizing the team's asset production
standards.
Modeled, textured, and rendered backgrounds for multiple point and click adventure games
Responsible for animation, lighting, and rendering compositing passes for the film Kill Speed
Modeled and animated environments for several music videos and film projects