Character/Creature artist from a small town in Minnesota. Specialized in organic and hard surface modeling, texturing, and lookdev.
-Game asset creation for Unreal Engine on an unannounced project
-Created benchmark assets to establish a quality bar and help iron out character art pipeline
-Used benchmark character assets to evaluate character materials and request new material features
-Contributed concept sculpts to help the concept team flesh out character designs
-Worked closely with material art department to provide assets for use when developing cost-effective solutions for complex shaders
-Contributed to establishing early lookdev pipeline with Lead Character Artist, providing input as to what look might give the best read as temp textures in engine before moving to first pass textures
-Created character and creature assets for God of War Ragnarok, mostly using ZBrush, Maya, Substance Painter, and Santa Monica Studio's proprietary engine
-Collaborated with combat design and animation teams to prototype Kratos' shield animations and power-up textures
-Textured and made the material setups for a plethora of character and weapon assets including Kratos' axe upgrades
-Worked closely with Art Director and Lead Character Artist to hit the high quality bar expected from the character art team
-Provided feedback to outsourcing regarding low-poly modeling and UV layouts via paintovers and Jira notes
-Collaborated with external character artists to push their models and/or textures down the pipe and into the game
-Sculpting and engineering of the Anakin Skywalker Mythos Statue
-Created assets for The Last of Us Part II's cinematic TV spot
-Contributed to a wide range of commercials and TV spots, including a Superbowl ad for GMC's Hummer EV