I am a self-taught 3d artist with extensive experience in creating high quality assets for a wide variety of target applications.
I'm very passionate and knowledgeable about vehicles of all shapes and sizes.
I am always looking for new and exciting projects to be part of.
Creating cars for one of the if not the gaming world's best know rally titles (title under NDA).
I've created environments, props and construction Blueprints in Unreal Engine 4 for White Ponds Games' Urban Strife TBS.
I was tasked with creating high quality props for Arkane's upcoming Deathloop shooter. All work currently under NDA. I can't wait to show everyone the cool stuff I've been working on over the last couple of years!
I was in charge of the low poly asset creation for the Yamaha My Garage apps which INDG is building from Yamaha Europe and the Honda Africa Twin augmented reality app.
Duties:
Creating high quality 3d motorcycles to be used for the previously mentioned apps:
Low poly (~200.000 triangles) optimized models with Uvs for use in Unity.
Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer and Painter.
Developing the pipeline necessary to convert a high resolution model usually used to render studio shots into a model usable in Unity.
Creating the asset-side project structure from geometry budgets to material and texture setup taking into consideration mobile platform limitations.
Translating the client requirements for bike parts into Unity using prefabs, shared and unique shader and textures.
Coordinating the team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and experience.
Providing QA for the team, making sure everything follows the technical guidelines.
Evaluating each artist and providing training for low poly asset pipelines, UV and advanced texture baking techniques using Substance Designer.
Writing scripts and researching new pipeline ideas that help optimize workflow.
Creating a pipeline that use 3ds Max and Maya and while insuring full interoperability between the two programs and Unity when it comes to geometry, UVs and baked textures.
I was charge of the Vehicle Team working for some of the biggest multi-platform AAA titles.
Duties:
Creating high quality 3d assets of vehicles and environments:
High resolution models based on either real world objects or concepts.
Ingame optimized models with Uvs.
Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer, Quixel dDo.
Coordinating the Vehicle Team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and artist experience.
Providing a communication bridge between the in-house artists and the off-site clients.
Solving technical and artistic issues that arise during the typical 3d game pipeline.
Providing QA for the Vehicle Team before submitting assets to the client, making sure everything follows the client's artistic and technical guidelines.
Evaluating each artist and making sure everyone is on the same quality level.
Writing scripts and researching new pipeline ideas that will help optimize workflow.
Researching and presenting new technologies such as Substance Designer and Quixel dDO to the entire graphics department.
My main job was planning the tasks for the entire art team and making sure everything goes according to the schedule as well as acting as the main link between AMC and the client.
Duties:
Using the provided asset lists with time estimates to plan the work ahead for multiple projects and art teams using Microsoft Project.
Updating the schedule on a daily basis by using the data logged by each artist the day before.
Resolving planning issues (late/advanced assets, mid-project changes) by consulting with each department's lead artist and the producer.
In my spare time I still act as a consultant to the team on technical aspects of 3d modeling in Maya, scripts, plugins and pipeline ideas.
I was promoted to Lead Vehicle Artist shortly after being hired while working on Test Drive Unlimited.
My duties:
Creating high quality 3d assets of vehicles and environments:
High resolution models based on either real world objects or concepts.
Ingame optimized models with Uvs.
Texture baking and creation.
Coordinating the Vehicle Team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and artist experience.
Providing a communication bridge between the in-house artists and the off-site clients.
Solving technical and artistic issues that arise during the typical 3d game pipeline.
Providing QA for the Vehicle Team before submitting asset to the client, making sure everything follows the client's artistic and technical guidelines.
Evaluating each artist and making sure everyone is on the same quality level.
Writing scripts and researching new pipeline ideas that will help optimize workflow.