I'm a Chicago-based 3D Environment Artist with over 6 years of experience specializing in stylized game-ready asset creation, blending PBR and hand-painted workflows, and building performant and playable content in both Unity and Unreal. I'm inspired by the artstyle of Breath of the Wild, Ghibli, and Nintendo!
I worked on the Maps Team creating different stages for our fighting game, "Multiversus". My responsibilities include blocking out the stages and backgrounds in Unreal, taking those blockouts into Maya where they are refined, uv-ed, and broken up for lightmap optimization. I sculpt higher-res details in Zbrush and bake down my texture maps in either Marmoset or Substance Painter. Most often I will further push our stylized art style by painting detail using those baked maps in Photoshop or 3DCoat. Using those game-ready meshes and textures, I built out our fighting stages piece by piece, refining details and placements with input from my team members, our art lead, and playtesters. Before maps are released, I spent time tweaking lighting and light bakes, some light VFX work, texture optimization and low-res asset culling in case of console restrictions, and any last minute additions that'll delight our players.
I was the sole Environment Artist on the open-world, RPG game, ‘Kindred Fates’ in its early development. I worked on terrain texture and sculpting in Unity, foliage, and modular building assets. I worked closely with the concept artists and the Project Lead daily.
I worked on the Meta Quest port of roguelike VR game ‘Until You Fall’. With direction from the Art Lead, I optimized assets and textures, and handpainted foliage cards to fit console limitations.
Created low-poly 3D assets for the unreleased party, real-time strategy game, Hex Heroes.
Hand-painted hyper-stylized textures onto UVs in Photoshop.
Communicated and collaborated directly with the game's creator, Mario Castañeda from start to revisions to completion.
Was contracted to create a wide range of original 3D assets for several different mobile and console games based upon concept designs using Maya and Zbrush.
Texture unique materials using Substance Painter, Substance Designer, 3D Coat, and Photoshop.
Communicate and collaborate with Motion Logic's lead artist on how the clients wanted a certain piece to look from start to revisions to completion.
Crafted all front-end web design, advertising, and marketing campaign material for our company's products and services using Abode Illustrator, Photoshop, and Dreamweaver.
Drew comics and banners for our business cards, marketing material, and social media using Adobe Illustrator.