I am a Lead Environment Artist, with over 10 years of professional games industry experience and have worked on multiple AAA titles.
I am currently working full time as a Lead Environment & Prop Artist at Ubisoft Berlin.
Professional Experience:
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● Ubisoft Berlin - Lead Environment & Props Artist - (2021 - present)
● Ubisoft Berlin - Far Cry 6 - Senior / Lead Environment & Props Artist - (2018 - 2021)
● Dekogon - Freelance Artist - (2017 - Present)
● Guerrilla Games - Horizon: Zero Dawn - Environment Artist - (2014 - 2015)
● Guerrilla Games - Killzone: Shadow Fall - Environment Artist - (2011 - 2013)
● Guerrilla Games - Killzone 3 - Junior Environment Artist - (2009 - 2011)
● Endrant Studios - Wolfenstein (2009) - Level Designer - (2008 - 2009)
Skills:
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● Creation of optimized real-time 3D assets
● Hard surface modeling and high-poly sculpting (Maya / Zbrush)
● Modular asset design and creation
● Texture creation in Substance Painter
● World building from prototype design to final quality artwork.
● Knowledge of level design best practices.
● Keen interest in workflow pipeline improvement.
● Excellent interpersonal communication skills.
● Experience managing and mentoring art teams.
● Recruitment process and interviewing candidates.
Good Application Knowledge:
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● Maya
● Zbrush
● Substance Painter
● Photoshop
● Unreal Engine
● Source Engine
Some Knowledge:
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● Blender
● Substance Designer
● Modo
● Fusion 360
I am currently working at Ubisoft Berlin as a Lead Environment & Prop Artist.
Shipped title: Far Cry 6 (PC, PS, XBOX)
My responsibilities include:
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● Art team management and mentoring
● Level Art (terrain sculpting / location creation / set dressing)
● Asset creation (from prototype through to final production)
● Hard surface modeling
● Outsource art management
● In-house skills training
● Cross-studio communication
● Organizing and running team recruitment
I worked with Dekogon Studios on a freelance basis, creating asset art for variety of themed content packs that will go on sale via online marketplaces.
I worked as an Environment Artist on 'Horizon: Zero Dawn' (PS4).
Responsibilities:
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● Prototyped and created ruined city environments.
● Designed prototype modular building block assets in preparation for outsourcing.
● Vegetation overgrowth style prototyping.
● Worked with level / gameplay designers to prototype player navigation and exploration.
● Mentoring and assisting trainee Artists.
I worked as an Environment Artist on 'Killzone: Shadow Fall' (PS4) from the beginning of development through to the release of the title.
I had ownership for creating level artwork for large sections of the Singleplayer campaign and contributed additional artwork to several of the Multiplayer levels.
Responsibilities:
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● World building and set dressing across multiple levels.
● Mentored and delegated tasks to junior artists, quality checking and integrating their work.
● Coordinating with other departments to integrate design and animation content into levels.
● Worked with asset artists to improve the usability and quality of modular art assets.
● Performance optimisations and bug fixing.
Shipped Titles:
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● Killzone: Shadow Fall (PS4)
I worked as a Junior Environment Artist on 'Killzone 3' (PS3) for a year until release, then supported the title after launch by working on levels for the downloadable content packs.
I had ownership for creating level artwork for large sections of the Singleplayer campaign and contributed additional artwork to several of the Multiplayer levels.
Responsibilities:
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● World building and set dressing across multiple levels.
● Coordinating with other departments to integrate design and animation content into levels.
● Performance optimization and bug fixing.
Shipped Title:
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● Killzone 3 (PS3)
Shipped DLC:
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● Killzone 3 "Steel Rain" (PS3)
● Killzone 3 "From The Ashes" (PS3)
I worked as a Level Designer on the Multiplayer component of 'Wolfenstein' (PS3, XBOX, PC).
Responsibilities:
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● Re-designing existing Multiplayer level sections to improve gameplay quality and visuals.
● Design and creation of new level sections.
● Set dressing and detailing environments with artwork.
● Lighting passes.
● Performance optimization and bug fixing.