Welcome!
I have 12 years experience as a professional artist in video game development with 2+ years in a leadership and management role.
- Hand painted and PBR texture work
- Low and High Poly Modeling (Organic and hard surface)
- Work within an established art style to maintain project consistency
- Experienced in MMO, MOBA, FPS, Fighting, Console and Mobile constraints
- Planning for Rig and Animation reuse, Armor and Body layering, etc.
- Adapting Concept Art to Character and Animation system limitations
- Documentation, planning, scheduling, internal and external assignment preparation
- Mobile, Console, and PC, game development experience.
- Unity and Unreal Engine experience.
- High-profile licensed IP including Warhammer, Power Rangers, and StreetFighter
3D Lead on two live projects simultaneously while managing an outsource team and also creating art.
I pride myself in providing constructive feedback to my team while also directing external artists to successful results.
Fluent in the Spanish and English language.
· 3D Lead on two live projects simultaneously (console and mobile)
· Worked closely with concept lead to develop style for characters
· Character art - characters, creatures, and weapons
· Managed internal and external teams daily
· Provided detailed feedback through online project management software with written and visual (paintovers) in order to deliver quality assets for the allotted time.
· Set up and submitted to IP holder in stages for approval of art
· Given Street Fighter IP to be implement in legacy wars. This included setting up a pipeline for model proportions to blend well with our current style of legacy wars.
· Pipeline set up for characters which included, high to low models, texture process specific to in-house shader tech, and rig which I worked closely with engineer and tech artist to create
· Participate with constructive feedback and art tasks for 2D department
· Assisted VFX, Animation, and Environment Artists with assets needed along with constructive feedback.
· Documentation, planning, scheduling, internal and external assignment preparation
· Unity Game Engine
Responsible for modeling and texturing various next-gen characters, creatures, weapons, and fixtures.
Contributed to the overall style of characters for the Strife IP.
Concepted character variations.
Credited Titles:
· Heroes of Newerth (www.heroesofnewerth.com)
· Strife (www.Strife.com)
Premier Multiplayer Online Battle Arena (MOBA)
Responsible for modeling and texturing various armor sets, head variations, creatures, playable, non-playable characters, and items.
Communicated with other departments such as Concept and Environment teams to produce assets.
Created assets within the limitations of real-time character art
Credited Titles and expansions:
· Warhammer Online: Age of Reckoning EA Mythic September 18, 2008
· Warhammer Online: The Land of the Dead EA Mythic June 22, 2009
· Warhammer Online: The Verminous Horde EA Mythic November 18, 2010
A massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting.
Military Training Simulation
· Designing, modeling, texturing, and collision setup for assets in military training scenarios.
· Worked with in-house game engine.