Working for an awesome company on a product I love!
Working for an awesome company on a product I love!
Duties have continued to include everything featured below with some notable additions. I took on 4 reports and added biweekly 1 on 1 meetings with team members to my agenda which served as stable opportunities to check in. This allowed us to stay on the same page, offer additional critique or direction in a timely manner, as well as keep a running document of performance to provide a much fuller picture during performance review times. To this end, I was responsible for conducting individual performance evaluations and the personal delivery of said evaluations.
I spearheaded the world building for our most recent internal R&D project using a new engine, tools, and workflows. This involved working incredibly closely with tech art to harness the potential of the toolset while also making sure fellow artists were maintaining the visual look and quality bar that had been established. I established various creation conventions, documented our research and investigation, and developed our desired workflow for building the new world.
I worked as an Environment Artist on World of Tanks: Xbox 360, Xbox One, and PS4. Duties over the years ranged greatly. I adapted maps from the PC version of the game for several different console generations as well as reworked the maps numerous times as they received HD passes for “next gen” consoles and supported additional graphics features. I also worked on various custom holiday/event maps and several console exclusive, from scratch maps. These additionally involved blockouts, testing, and iteration with the design department and team at large. In all cases, I was responsible for the creation of props, textures, materials, terrain, decals, and foliage along the way while also being expected to light the maps and set the mood. I was also responsible for creating blockouts for outsourced assets and then implementation of said assets upon completion.
I participated in weekly level reviews and critiques with the team and collaborated almost daily with other departments including: Tech, Engineering, Tools, Design, Sound, and VFX. I consistently made an effort to push our pipeline, toolset, or visual bar during each and every assignment. I was responsible for proposing many of the tool additions and changes made by engineering over the years and assisting them with iteration and testing of said improvements. I was always interested in ways that we could do things faster, more procedurally, and decrease the amount of rework during iteration and never hesitated to bring ideas to the team for discussion and implementation.
I worked as a contract environment artist for High Voltage Software on Saints Row: Gat out of Hell. I worked closely with the Art Lead and Project Lead to personally shape a large portion of the game world. This involved reviewing and implementing outsourced assets, collaborating with multiple disciplines (designers, vfx, and programmers), and creating models and textures as needs arose - all while maintaining a quality, memory-efficient, performance-friendly product. I assisted in blocking out new parts of the environment as needed and saw their implementation and realization from start to finish. I was also responsible for multiple lighting passes throughout the environment as well as working with QA teams to address bugs.
I served as a contract environment artist for Canadian developer, Mektek Studios. I participated in the concept generation process, blockout, level and game design, art bible creation, agile workflow, modeling, texturing, material creation, and implementation all within the UE4 game engine. As UE4 had not yet been publicly released/documented, I used and learned the rapidly evolving software while meeting company deadlines for Kickstarter campaigns and GDC showings.