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.

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

Experience

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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.

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BeyondView Inc.

Kabam Inc.

Kabam Inc.

Kabam Inc.

Education

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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

Blender
Unity 3D
Maya
ZBrush

Unity 3D

ZBrush

Maya

Blender

3DS Max
Substance Painter
Photoshop
Perforce

Photoshop

I know my way around

  • Procedural Texture Creation

  • Python

  • Soft/Hard Surface Animation

Perforce

Substance Painter

Plastic SCM

3DS Max

Substance Designer
Jira
Python

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

Contact