I've developed passion infused with ambition from my years of adventuring into brilliant new worlds (and ring-worlds) within the gaming industry. With a B.F.A. in Game Design & Development (a minor in business admin), and working towards an M.F.A. in Visual Effects at SCAD, I'm looking to establish a career in the game industry that allows my love for creating believable worlds in real-time to grow and resonate with other passionate geeks.
My passions lie within building fantastical but believable environments and the props that fit within. Through industry standard workflow I create my own PBR textures and materials within substance painter for my models. I have experience with Procedural development within Houdini, and experience inside most industry standard software (Zbrush, Maya, 3DsMax, Substance), as well as a enough of a technical background to develop my own tools in Houdini and Maya. I have worked on multiple real-time projects, including a large-dynamic VR project set underwater. I excel in a team-paced environment where communication and collaboration allow me to grow as an artist with a unique visual flow. I'm eagerly awaiting for where my journey will take me as an environment artist and 3D generalist.
My most recent experience was working under Jack Mamais (Previously of Crytek, lead designer on Crysis/producer on Farcry) alongside a large multi-faceted team to create "Search for The Gryphon" a Virtual Reality Themed Attraction based on a crew of 6 guests embarking on a virtual submarine as they search the tattered shores off the coast of savannah in search for a lost relic on a sunken ship. I served as an environment artist as well as a sprint lead on the project.
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“Search for The Gryphon” is a professional Virtual Realty Collaboration led by Jack Mamais (formerly of Crytek, Lead Designer on Crysis & producer on Far Cry) I served as a 3D generalist throughout the project, working on various props and environment assets fitting for a realistic underwater environment with PBR. I also served as Sprint Leader during the 2nd sprint. During this time I organized the art team through the “Agile” workflow and optimized assets for unreal. The VR Attraction launches in April 2019.