Adjunct Graduate Professor, School of Game Art and Design. Mentorship, portfolio, and real-word job curriculum course curated to ensure graduates are in top percentile ranges for employment in the AAA Game, TV, and Feature Film Industries.
- Single-handedly designed, developed, and implemented the entire Hard Surface Team
pipeline, workflow, documentation, and standard operating procedure within the first
year on the project. Responsible for IP’s (REDACTED - Hard Surface Dept. Sub Categories).
Totaling almost a half of estimated over-all game revenue.
- Solely responsible for the creation of the IP’s (REDACTED) Systems and Tools.
Cutting an estimated launch production estimates from eight years to two. A 600%
efficiency gain.
- Worked with Engineers to develop a Houdini based (REDACTED SYS TOOL).
Which allowed engine and player side weapon creation and customization to be fully
automated. This included UV’s, Textures, Geometry, and any aspect of in-game
(REDACTED).
- Developed project-wide standardization, of the IP’s Folder Structure and Naming
Conventions. Allowing for tools automations and exponential efficiency gain at scale.
- Solely created the initial (REDACTED SYS TOOL), that then scaled to be the
adopted standard for project wide (REDACTED - Content) creation.
- Spear-headed the implementation of new processes to (REDACTED) art pipeline, including
3D software such as Plasticity, Blender, Fusion 360, MoI3D, with supplemental team
training throughout production.
- Shipped Call of Duty: Black Ops Cold War, Call of Duty: Warzone, and Call of Duty: Vanguard during a Global Pandemic!!!
- Contributed to aspects of production process including: Implementation, OS quality bar requirements, file structure setup, and deadlines.
- Spear-headed the implementation of new processes to weapons art pipeline, including 3D software such as Blender, Fusion 360, MoI3D, and team training throughout production.
- Tasked with Weapon and equipment design changes in 3D. Alterations were pitched, implemented, and shipped.
- Demonstrated expert aptitude in next gen, hard surface modeling practices, and requirements. Utilizing Maya, Blender, and Fusion 360 further implemented quick weapon iteration into weapon production pipeline.
- Fabricated 3D solutions for a variety of weapons lacking concept support, in addition to existing weapon concepts requiring legal changes.
- Implemented numerous Weapon Blueprints in line with franchise business model requirements.
- Concepted Weapon Blueprints from scratch with only a theme in mind. Continuously met rigorous deadlines.
- Consulted on the Vehicle Team 3D scanning. Providing feedfack and perspective on standards for 3D scanning technology.
- Responsible for creating weapons, and weapon attachment assets from limited concept art, and real life reference, with little to no direction.
- Worked closely with manager and team mates maintaining an open channel of feedback when necessary.
- Provided honest and constructive feedback to team members working on additional weapons for the game.
- Autonomously completed all assigned tasks, while simultaneously maintaining delivery deadlines.
- VAD Senior 3D Hardsurface Asset Artist for STAR WARS, ObiWan TV Series (more info available on request).
- Co - VAD Lead World Builder and Asset Optimization Artist for Black Adam Feature Film.
- One of the first weapons artists to work at Certian Affinity.
- Established the Weapons Pipeline with oversight from the Character Director (Micheal Pavlovich)
- Created the first weapons texturing pipeline in Substance Painter and UE4
- Helped with early look dev of a procedural weapons generation system, utilizing Blender and Houdini