Work
Transformers: Forged to Fight
Fast and Furious: Legacy
Marvel: Contest of Champions
Resume
August 2021
to
Present
BeyondView Inc. - Remote
Lead 3D Artist
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
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.
August 2015
to
July 2018
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 2013
to
August 2018
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
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
I know my way around
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.