About
With around 8 years of game development experience and 15 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.
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
Experience
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
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. I also managed external artist for additional environment asset creation with multiple rounds of feedback and final implementation into the game engine.
August 2015 to July 2018
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 July 2015
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.
BeyondView Inc.
Kabam Inc.
Kabam Inc.
Kabam Inc.
Education
Vancouver Film School
Arena Multimedia
October 2010 to October 2011
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. through an intensive 1 year course taught by former and current industry professionals. We learnt these skill in software and tools like 3DS Max, Maya, Unreal Development Kit, Unity, Flash, C#, etc. The course load was equivalent to a 3 year bachelors degree, condensed into 12 hour class days, every weekday, followed by assignments and group projects. The final project for the course was creating a complete game in a team setting along with collaboration with sound design and 3d art courses from the same school.
August 2006 to August 2008
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 in software like Adobe Photoshop, Illustrator, Indesign, CorelDRAW, Maya, 3DS Max, Nuke and After Effects.
Tools
Unity 3D
ZBrush
Maya
Blender
Photoshop
I know my way around
Procedural Texture Creation
Python
Soft/Hard Surface Animation
Perforce
Substance Painter
Plastic SCM
3DS Max
Python
Unreal Engine
Atlassian
Substance Designer
Skills
Soft Skills
Team Management
Project Management
External Contractor Management
Quality Assurance and Feedback
Team Building
Pipeline Setup and Maintenance
Hard Skills
Hard Surface Modelling
ZBrush Sculpting
Character Modeling
UV Unwrapping
Procedural Texture Creation
PBR Textures
High/Low Poly Modelling
Rigging
Soft/Hard Surface Animation
Blender Python API