Summary

I'm a 3D and Technical Artist working at Giant Enemy Crab on a 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. My focus was in 3D data structures and rendering pipelines.

I've been working with game engines since GoldSource, and have done research on and art pipeline testing for just about every real-time engine on the market today. I work daily in Unity and Unreal Engine, and have worked with and developed on VR, AR, and other MR tech.

Skills

  • Hard Surface Modeling
  • Low-poly Modeling
  • Texturing
  • UI Design
  • Shaders
  • Writing
  • Software Proficiency

    Photoshop
    Photoshop
    3ds Max
    3ds Max
    Unity
    Unity
    Unreal Engine
    Unreal Engine
    Marmoset Toolbag
    Marmoset Toolbag
    Quixel Suite
    Quixel Suite
    Substance Designer
    Substance Designer
    Lumberyard
    Lumberyard
    Stingray
    Stingray
    ZBrush
    ZBrush
    CrazyBump
    CrazyBump
    xNormal
    xNormal
    Simplygon
    Simplygon

    Productions

    Experience

    Environment and Technical Artist

    Giant Enemy Crab
    January 2015 - Present | Seattle, United States of America

    -Environment artist working on modular, stylized low-poly assets for Due Process, a Unity game.

    -Principal lighting artist on procedurally generated levels with fully dynamic lighting systems.

    -Creation of custom shaders with Shader forge and technical art pipeline optimization.

    Associate Producer

    Turbosquid
    September 2016 - August 2017 | New Orleans, United States of America

    -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 and pipeline development using Unity with Hololens and Meta 2.

    -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.

    -Real-Time focused R&D for TurboSquid's Checkmate and StemCell art specifications.

    Prop and Texture artist

    Obsidian Conflict
    June 2010 - October 2014 | (Source Mod)

    -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.

    Source Engine Environment and Technical Artist

    Commission Work
    May 2013 - April 2014 | Remote

    Cloud Odyssey

    -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