Environment | Prop | Texture Artist
I enjoy making things and telling stories.
Preswerx is a company that specializes in Architectural Visualization and Virtual Reality products that showcase new designs and experiences that tell the whole story - featuring Unreal Engine and Lumion.
My responsibilities include:
• High-to-low poly modeling in Modo with focus on clean topology and optimized polycounts for VR.
• Creating tileable textures inside Photoshop for use in Unreal Engine 4, with world building and lighting interior/exterior environments utilizing post-processing and LUT tables.
• Creating custom foliage such as trees, flowers, and grass using Speedtree for Unreal Engine 4
• Manage project requirements and accomplish objectives by self-monitoring progress and promptly solving issues.
"A first-person suspense game where you are a blind child, using wave sonar to navigate through the house to find your favorite toy. All the while you must avoid a monster who is listening for your every move. Be silent, or be seen."
This was a game made in less than 48 hours in the 2017 Global Game Jam.
Our team comprised of six artists wearing multiple hats, and one programmer who we collaborated with remotely.
My responsibilities include:
• Devised the game’s visual style and directed the production of all visual materials throughout development
• Created the core storyline for production and directed the overall theme of the project
• Collaborated in Environment/Prop asset creation, managed communication between developers, and assisted in UI
design
Created at the first ever Mega Health Jam, "bARk" is an augmented reality application where children and adults alike can interact and play with our dog ARchie in real-world space. This app was designed with those in mind that cannot interact with others because of a medical condition, or that need a fun and welcoming distraction from some of the more scary parts about being in a hospital.
My responsibilities include:
-Rig a quadruped animal character model from scratch using Maya 2018 starting from joint creation, to control placement and constraints, and final weight painting
-Animate a quadruped walk cycle and assist in solving technical difficulties that arise in production, including animation, rigging, and asset implimentation into the Unity game engine
-Keep communications flowing between artists and programmers and translate the needs of the production into viable solutions
"Play as a switchboard operator from the 1940s and connect incoming callers to their intended receiver in this multitasking, time-management mobile game!"
Created in 48 hours at the 2018 Global Game Jam, our team was comprised of one lead programmer and another who assisted in development in the final hours of the jam, two 3D Artists, one 2D artist, and three sound designers/musicians.
My responsibilities included:
• Created stylized props and environment assets from realistic and cartoon concepts with Modo and Photoshop
• Collaborated with fellow artists and programmers to keep with artistic style and gameplay functionality
• Utilized SourceTree as source control and worked alongside our programmer in Unity to problem solve glitches and
place colliders
A two-week contract in which I modeled stylized environment assets using various concepts, while communicating with my art director and art leads consistently.
My responsibilities included:
• Created stylized props and environment pieces from realistic and cartoon concept art
• UV’d assets in the 0-1 scale, keeping them as optimized as possible
• Placed assets and props inside the world space to achieve the desired environment following concept
Working remotely, I coordinate with my art lead to creating believable real-life textures for the environment and character assets.
My responsibilities included:
• Created photo real textures for environmental assets and props while working directly with my art lead, staying consistent with the overall theme of the game
• UV’d assets in the 0-1 scale, keeping them as optimized as possible
• Using Maya XGen and reference, I designed hair styles and created hair cards for real-time gameplay
• Integrated assets, textures, and shaders into the Unity Engine and exported packages