Team based problem solving and personal growth in a respectful environment.
I am a Senior Technical Artist with a previous 10 years of experience as an environment artist, world designer & team lead. My long term goal is to continue my technical art journey and use my skills to support team members in building high quality experiences. I believe in responsible game development based on strong communication and scoping to achieve quality products on schedule and under budget.
Completion of several years of work to officially transition from environment artist into a technical art role. Focused on supporting the art team by building and improving upon existing content pipelines both in DCC and Engine (UE), managing performance targets, as well as helping art direction and design by prototyping new ideas both visual and gameplay related goals.
Hopoo being a very small team I also maintained one foot in the environment art world to help support with content creation and level creation where applicable.
In charge of hiring and leading a team of environment artists in execution of the art director's aesthetic vision and design's world building needs. Responsibilities span the breadth of visual prototyping, asset creation, material management, lighting and world design integration. Also responsible for technical prototyping of new tools and workflows in the Unreal Engine across both visual and gameplay workflows in close collaboration with technical art director and engineers.
In charge of driving environment art for large portions of our products, leading teams of junior artists and coordinating with a large, multi- discipline group of creators to ensure our destination meet not only artistic goals, but design and performance ones as well.
Has shipped multiple products from start to finish at quality, on time and under budget for the Destiny Franchise.