
Biography
Skills
Roles
- Advanced
Work Experience
2022 – Present day
Senior - 3D Environment Artist (Full Time)
Blizzard Entertainment (Remote)
Diablo IV: Vessel of Hatred
Diablo IV
- Primarily contributed to worldbuilding and level art for Diablo IV and Diablo IV: Vessel of Hatred which includes large scale POIs and organic environments throughout production from blockout to polish quality
- Focused on creating deep storytelling, clear gameplay readability, and strong thematic environment art direction for isometric gameplay through level art
- Developed complex spaces in feature teams while collaborating with and upholding the standards of Art Direction, Design, Lighting, VFX, and more
2019 – 2022
Intermediate - Environment Artist (Freelance)
Halo (Redmond, Washington, USA)
- Contributed to worldbuilding of Halo Infinite’s Campaign which includes large scale organic environments throughout production from pre-alpha to ship quality- - Owned macro through micro worldbuilding for a large part of the campaign level including a full biome which was developed alongside Environment Palette Artists, Texture Artists, and Technical Artists
- Created blockout assets for establishing silhouette and collision- Developed complex spaces with multiple teams including Design, FX, Lighting, and Sound
- Frequently reviewed work with Art Direction and Design to reach their quality goals
- Worked alongside Engineering and QA to canary test and ensure quality of studio builds
2018 – 2019
Intermediate - 3D Artist (Freelance)
Meta (Redmond, Washington, USA)
- Collaborated with designers and engineers to develop and process 3D scan data
- Developed Substance-based pipeline for texturing thousands of models improving team efficiency & quality
- Sculpted polish-pass details on models and collected data for Engineers & Scientists for Machine Learning
- Created art content for Oculus Home for the purpose of representing diversity from a female POC perspective
2017 – 2018
Junior - 3D Artist (Freelance)
Amazon (Seattle, Washington, USA)
- Modeled and texture photorealistic PBR assets on a product imaging team
- Contributed to the Shader & Tools R&D team by introducing new software and tools
- Frequently reviewed work with Photography and QA teams to reach their quality goals
- Worked alongside Photography and Lighting to test and ensure quality of the lighting pipeline
