I'm an Associate producer at Turbosquid, doing gamedev, AR, and VR R&D. I also do contract environment art - I'm currently working nights/weekends as an artist on an indie game called Due Process.
I'm a graduate of Louisiana State University with a major in Computer Engineering (B.S.E.E) and a minor in Computer Science with a focus in 3D data structures and rendering pipelines.
I cultivated a deep technical understanding of game art by cutting my teeth with the source engine. I've since moved on to more modern platforms like Unity 5 and UE4, but I still hold true to the idea that producing art that is functional is just as important as producing something visually impressive.
View my resume here.
-Research and Development related to real-time 3D rendering pipelines.
-Construction of VR gallery experiences using the Unreal Engine, including blueprint logic and project shipping.
-Experimental AR research using Unity and Hololens.
-Research into Amazon Lumberyard and developing a standardized internal asset pipeline.
-Writing training articles and direct communication with artists interested in authoring content for real-time engines.
-Environment artist working on modular, stylized low-poly assets for Due Process, a Unity game.
-Art designed with a unique neo-retro style - textures average 64x64 to 128x128, with 'pixel art' normals and PBR shading.
-Creation of custom shaders with Shader forge and technical art pipeline optimization.
-Charged with creation of 3D and 2D assets, as well as promotional artwork, Steam storefront, and HUD design.
-Duties included converting material to conform to legal contracts with Valve Software for Steam release.
-Audited mod resources and assets to reduce overall size and increase performance for lower end platforms.
-Design and creation of environments, props, user interfaces, and logos for a project funded by Oracle.
-Per-item freelance work that generated over three gigabytes of game ready content targeted for all Source branches.
-Public releases of component content have collected tens of thousands of downloads on the Steam workshop.
Contagion Release Trailer
-Technical and shader work for Source powered game release trailer
-Converted generic texture maps to those compatible with the engine and additional trailer specific art
-Technical direction and implementation of a better facial animation system for character models