3D Character Artist with over 10 years of experience in Maya, Zbrush and Substance Painter. Currently working as a Character Artist II for Ripple Effect (EA) On Battlefield 6. Previously worked in the VR industry as a Technical / Lead Artist using both Unity and Unreal Engines. I have worked on projects for clients such as Warner Brothers, Samsung, Harley Davidson, Food Network, Progressive, Al Jazeera, Michael Kors, Curiosity Stream, Sotheby’s, Museum of the Dog.
• Responsible for full character models for Battlefield 6 starting with scan data cleanup as well as modeling assets and utilizing Marvelous Designer for custom wardrobe pieces.
• Created documentation for faster texturing techniques as well as ghillie creation.
• Roles included 3D modeling/sculpting, retopology, clothing simulation/creation, hair creation, texturing, engine integration.
• Responsible for full character models starting with scan data cleanup as well as modeling assets for Battlefield 6 pre-production.
• Roles included 3D modeling/sculpting, retopology, hair creation, texturing, engine integration.
• Responsible for creating character head models and wardrobes as well as character assets and reviewing outsource work.
• Responsible for owning both Vanity and Narrative spaces for characters on Madden.
• Worked with scan data for player heads and wardrobes using Reality Capture.
• Sculpted heads to match player likeness.
• Worked with outsource teams by prepping scan data and reviewing submitted work to maintain consistency and quality standards.
• Used custom toolsets for blend shape creation as well as texture projection.
• Roles included 3D modeling/sculpting, retopology, texturing, scan prep, outsource review, peer review, shader creation, engine integration.
• Responsible for creating male and female character bases for character creation set up in Unity.
• Created multiple body and facial blend shapes, clothing, clothing blend shapes, hair, hair shader, skin shader which blended between multiple normal maps for body blends as well as a skin tone slider, eye shader with eye color control, worked with tech artist to make sure rig worked properly with blends.
• Roles included 3D modeling, retopology, texturing, blend shape creation, shader creation, engine integration.
• Lead on all aspects of VR / AR / 3D projects – including but not limited to translating concept art, building out interactivity / user experience, file management, programming, QA, and optimization.
• Work in lock step with clients, art directors, and project managers, to produce high quality projects under tight timelines. Very well versed in setting internal and client expectations.
• Manage and mentor junior 3D artist and seasonal interns.
• Produced VR pre-visualizations for Warner Brother’s In the Heights – which facilitated on set shot framing for director Jon Chu.
• Created AR Magic Leap experience for Harley Davidson showcased at 2018 CES, which projected 3D environment into the glasses while riding the Harley Livewire electric bike.
• Built an interactive room-scale VR experience, mixed with stereoscopic 360 video, for Al Jazeera’s film Still Here, showcased at 2020 Sundance Film festival.
• Produced AR / MR experiences – utilizing iOS AR SDK, marker recognition, motion capture, and spatial audio - for top NYC museums / auction houses, Sotheby’s and Museum of the Dog.
• Built room-scale, interactive VR experiences for Food Network and Curiosity Stream, which included work with Photogrammetry elements, user-design / interactivity, 3D art, and gameplay.
• Built environment and rig for Progressive AR scavenger hunt.
• Built WebAR prototype for Wonka’s Nerds packaging, using AR.js and AFrame.
• Produced VR architectural visualization for Samsung Winter Olympics marketing activation.
Created 3D content for VR experiences primarily in the Unreal engine as well as 3D content for motion graphics projects. Roles included 3D modeling, texturing, retopology, rigging, animation, shader creation, lighting, environment and visual scripting.