ABOUT ME
I am a multidisciplinary artist specializing in 3D CG. I am a generalist with skills in character modeling and technical development, environment art,
lighting, cinematic animation, and Real-Time rendering. I have professional experience creating projects with game, VFX, and scientific
visualization studios, and as an Otis CAD Digital Media Alum. When not working, I enjoy being outdoors admiring trees and complementing dogs.
Thanks for checking out my art!
•Creates Real-Time environment concept designs in Unreal Engine for Scientific Visualization
•Models, textures, set designs, lights, animates, and renders 3D cinematography for presentation.
•Integrates UI designs into Unreal Engine, ensuring functionality, responsiveness, and visual fidelity.
•Collaborates with designers and engineers to create dynamic, interactive, and optimized UI systems across multiple platforms.
•Troubleshoots, optimizes, and refines UI performance, ensuring consistency, accessibility, and a polished user experience.
● Models, textures, and rigs stylized characters in Zbrush, Blender, and Substance Painter
● Designs 3D product and character lighting and lookdev.
● Animates and renders Real-Time product visualizations in Unreal Engine sequencer.
• Composed environment, character pose, dynamic scene and character lighting, and cinematic camera shots in Unreal Engine Sequencer.
• Composite rendered lighting and cryptomatte passes.
• Retargeted mocap animation, keyframes + blended and baked FK rig poses in Sequencer, created SK Mesh Pose Assets.
• Implemented art direction and feedback.
Cleaned up and retargeted mocap animation for mobile game characters in Unreal Engine, Maya, and Blender.
● Collaborated in VFX and Motion Design creation for an experiential design project with a notable studio client.
● Completed 3D modeling, LookDev, rigging, animation and cinematography in Cinema 4D, Unreal Engine and After Effects.
● Painted and edited concept art graphics in Photoshop
● Created Unreal Engine environments, lighting, Niagara simulations, and cinematic content for scientific visualization in collaboration with Para Futura studio.
● Created environments in Unreal Engine, including landscape sculpting, vertex painting, foliage, custom assets, VFX, and lighting.
● Customized Metahuman characters with rigged and skin weighted clothing, accessories, and sculpts.
● Captured character and cinematic animations, blended and triggered cinematics with gameplay, created interactivity blueprints.
● Designed and painted graphics and PBR textures in Adobe Photoshop and Substance Painter.
● Designed and packaged VR and 3rd person demo levels.
● Collaborated in a two-person team tasked with completing a Met Gala inspired CG catwalk based on the Diablo IV franchise.
● Created environment models and layout, character lookdev, and cinematics from concept design to post production.
● Implemented direction and feedback from Blizzard Art Directors and produced final product on a tight deadline.
● Demonstrated 3D modeling and sculpting, retopology, UV unwrapping, baking, texturing, rigging, skin weighting, and lighting.
● Created stylized and photo-realistic 3D PBR textures.
● Optimized assets for Game Engine and Real-Time Rendering.
● Demonstrated storytelling and cinematography skills though storyboarding, animation, cinematic capture, and compositing.
● Educated and critiqued anatomy, design, perspective, and composition, in traditional and digital media.
● Lead tours for prospective students, donors, and other affiliated professionals; communicated with all major leadership.
● Created photographic and illustrated graphic and motion graphic designs in Adobe Photoshop, Illustrator and Aftereffects
● Developed products and brand identity.
● Copy-wrote promotional, informative, and descriptive language for packaging designs, social media, and web presence
● Managed sales and brand representation at trade shows and promotional events.