The Sims 4

Discover University

For the Gibbs Hill neighborhood, I acted as the primary architect of both the visual layout and the technical workflow. I prioritized scalability by designing a modular building system that allowed a limited asset library to generate extensive architectural variation. This role required tight coordination with external vendors; I provided the foundational proxy kits and modeling standards to ensure a seamless handoff, eventually managing the final integration, lighting, and performance bug-fixing to bring the neighborhood to shipping quality.

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Eco Lifestyle

I primarily worked on the Grims Quarry neighborhood in collaboration with other environment artists.

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Strangerville

I owned the StrangerVille Plaza neighborhood which was a collaboration between me and other artists. In addition to stand worlbuilding tasks I helped onboard a new artist by giving him small areas to set dress

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Seasons

In the Seasons expansion, I collaborated with a team of artists to overhaul the visuals for every shipped map in the game. My work focused on updating lighting, painting new seasonal masks, and tuning materials. From refreshing vista matte paintings to integrating new season-based VFX, the project was a complex exercise—requiring us to push the visual bar while meticulously safeguarding the integrity of millions of existing player saves. Additionally, every new expansion pack going forward needed this new seasonal pipeline conversion applied.

Get Famous

I was th primary world builder for the Plumbob Picture neighborhood.

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Snowy Escape

I owned the Yukimatsu neighborhood from start to finish including collaborating with systems designers to get the ski slope metrics ironed out.

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Stylized Texture Explorations

A couple stylized tests I explored using Substance Designer.

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