Professional Work

Characters

Hard Surface

Environment Art

Archviz

Titles                    

Marvel : Realm of Champions

ROLE: ENVIRONMENT ARTIST

Transformers
Forged to Fight

ROLE: CHARACTER ARTIST

Fast & Furious
Legacy

ROLE: VEHICLE ARTIST

Fast & Furious 6
The Game

ROLE: VEHICLE ARTIST

Little Big Planet
Karting

ROLE: QA TESTER

Resume

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Beyond View Inc.

August 2021 to Present

Lead 3D Artist

I Lead and Manage an international team of artists over multiple time zones through concept, production, QA and delivery of assets for 3D real-time walkthroughs. I manage timelines for multiple clients deliverables simultaneously with review and feedback cycles. I also explore and help develop tools and processes for the production pipeline to make it more efficient and improve quality. Work with the Technical and Sales teams to understand, set and manage client expectation for products and deliverables. Manage external team of contractors through task creation, feedback loops and delivery on an adhoc basis for asset production

July 2018

to

January 2021

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Kabam - Vancouver

Environment Artist

I created models and textures for in-game 3D props as well as rendered UI atlases for game menu elements. Depending on the application the textures were created by using the high poly to low poly bake workflow, creating texture trims and tile able ground textures. Worked with outsourcers to manage art creation.

Kabam - Vancouver

Character Artist

Worked on the the modelling, texture creation and rigging of the robots and the transformed versions as well as getting both the models transformation ready for the animators. The textures were created using the high poly to low poly mesh bake workflow.

August 2015

to

July 2018

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August 2013

to

August 2018

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Kabam - Vancouver

Vehicle Artist

Working with the car team, I modeled, textured and implemented to the game, high fidelity car models which were taken through the licensing process by the respective license holders. Also worked with the design team to build car customization pieces for each car.

Education

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October 2010

to

October 2011

Vancouver Film School

Diploma in Game Design

At Vancouver Film School’s Game Design course, I learnt various skills relating to game productions like game theory, production techniques, game art, programming, level design, etc.

August 2006

to

August 2008

Arena Multimedia

Diploma in Graphic Design and Animation

At Arena Multimedia’s Graphic Design and Animation course I learnt the basic tools for 2D and 3D art creation, modelling, texturing, rigging and animation

Tools

I am professional at

Blender
Unity 3D
Maya
ZBrush
3DS Max
Substance Painter
Photoshop
Perforce

I know my way around

Substance Designer
Jira
Python

Skills

I’m Professional at

  • Hard Surface Modelling

  • UV Unwrapping

  • PBR Textures

  • High/Low Poly Modelling

  • Rigging

  • ZBrush Sculpting

  • Managing a team of artists

  • Quality Assurance and Feedback

I know my way around

  • Procedural Texture Creation

  • Python

  • Soft/Hard Surface Animation

About

With around 8 years of game development experience and 14 years of 3D development experience under the belt, I am well versed with working on 3D Art for mobile games as well as console games. I have worked in 3D art for well over 15 years overall with a special focus on hard surface modelling. I have a passion for science fiction, cars, mechs and certain combinations of the three. My most current experience with leading a team of artist through the entire cycle of production and delivery of assets has helped me understand the the overall processes better and set me up for managing a team of artists through project conception, setting timelines, managing workload, quality assurance and feedback.

Contact