I'm a seasoned multi-disciplinary artist with an interest in delivering creative and engaging content. For over 13 years, I've been helping clients build worlds and ideas. Currently, I work as a consultant, improving existing products for my client by documenting game functionality, developing art-related production pipelines, and creating and updating artwork.
I've worn many hats in my career: designer, writer, researcher, artist, and QA tester. As a result, I have a unique ability to quickly integrate into any project and to navigate complex challenges. My artistic and technical services help clients who struggle with content creation achieve their vision with effective, high quality assets.
Skills: modeling, animation, rigging, UI/UX design, graphic design, sprites, cinematics, asset integration, creative direction, Softimage, Maya, Photoshop, Unity.
At Forged Chaos, I was tasked with creating rigs and animation libraries for NPC creatures and player characters for the PC game Trails of Ascension: Exile. I was also responsible for developing and executing guidelines for asset organization, management, and optimization.
At Appsoft, I collaborated with other senior team members to manage new game projects. I assisted with the design and development of the creative vision of projects, including specifying game interfaces, writing design documents, and overseeing the implementation of game features and systems.
At Whaletap, I assisted a small team of Unity developers in maintaining the look and style of their projects. I led artists in creating assets that met the technical requirements of each project and had a hand in developing characters, environments, effects and UI.
At Apsyon, I functioned as a bridge between artists, programmers, and teams working on multiple concurrent projects. I was responsible for researching art related production pipelines, fully supporting game assets from concept to completion, building UI/UX solutions, and ensuring projects achieved their artistic and technical goals.
At Overclock, I worked closely with team members across multiple disciplines to establish guidelines and best practices for mobile development. My responsibilities included rigging and animating characters, ensuring game assets met the technical requirements for cross-platform support, and creating promotional cinematics using a combination of in-game and pre-rendered footage.
At Niugnep, I was contracted to develop and implement a complete art package solution. My responsibilities included creating art assets, establishing production goals, documenting integration and optimization procedures, and managing outsourcing needs.
My responsibilities were to create character rigs and animation libraries. While working here, I developed a production pipeline for asset integration between Softimage and Unreal 3.