Senior Character Artist with 10+ years of experience in AAA and independent game development,
specializing in both realistic and stylized 3D characters. Expert in Maya, ZBrush, and Substance Painter,
with a proven ability to balance visual fidelity and performance within modern game engines. Known for
driving look-dev direction, mentoring artists, and building efficient pipelines that enhance collaboration
and production speed. Passionate about pushing artistic quality and storytelling through design,
sculpting, and material work.
Always looking to be challenged and step out of my comfort zone to grow as an artist. Currently living in the Austin, TX area. Looking for Full Time or Freelance opportunities.
-Partner with Art Director and Concept Team to establish the visual identity of characters and
weapons while maintaining IP fidelity
-Deliver production-ready, optimized characters, armor, and weapons using Maya, ZBrush, and
Substance Painter.
-Develop and document full pipelines for character and weapon creation, including high-poly sculpting,
low-poly modeling, UVs, and texture generation.
-Implement assets in Unreal Engine 5, authoring shaders and materials to achieve desired visual
targets.
-Provide mentorship and review for junior artists and external vendors to maintain consistent artistic
standards.
-Introduce tools and workflows that improve iteration speed and reduce asset turnaround time by
25%.
-Polish existing assets to improve style and game performance
-Helped with the creation of pipeline for quick test and integration of weapons
-Work directly with Art Director and Concept Artist on Look Dev for
Characters, Creatures and Weapons
-Creation of Low Poly characters and Weapons
-Implementation of characters and weapons in UE5
-Material creation and implementation in UE5
-Skinning of characters to test mesh and animations in-engine
-Collaborate with animators, riggers, and technical artists to ensure character
models meet animation requirements and performance standards.
-Contribute to the creative vision and art direction of the project by providing
innovative ideas and solutions.
-Polish existing assets to improve style and game performance
-Review and provide feedback on outsourcing characters and assets from third party vendors
-Creation of Low Poly characters
-Implementation of character in UE4
-Material creation and implementation in UE4
-Skinning of characters to test mesh and animations in-engine
-Work closely with Animators and riggers to ensure high quality game meshes
-Mentor and Help Junior artists
Title: Unannounced
-Polish existing assets to improve style and game performance
-Review and provide feedback on outsourcing characters and assets from third party vendors
-Creation of Low Poly characters
-Implementation of character in UE4
-Material creation and implementation in UE4
-Skinning of characters to test mesh and animations in-engine
-Work closely with Animators and riggers to ensure high quality game meshes
Title: Unannounced
-Onboarding of Junior members to the team
-Responsible for reviewing and providing feedback for Junior members work
-Prototyping of characters and props to help engineers and designers
-Modeled props, clothing, environment assets for the game
set up gameplay ideas and systems
-Helped set up Paperdoll system for characters and props on the project
-Worked closely with engineers and other technical artist to implement assets into the game
-Clean up and refinement of High Res head scans to match style of the game
Title: Valhall
-Creation of High Poly weapons
-Creation of game res meshes of weapons
-UV Mapping and Unwrap of game res models
-Baking and Texturing weapons to match style already set for the
game
Title: Solar Warden
-Creation of High Poly sculpts of characters
-Creation of game res meshes for characters
-UV Mapping and Unwrap of game res models
-Baking and Texturing characters to match style already set for the
game