Environment-focused production artist with a proven track record delivering immersive worlds for AAA franchises including Star Wars, Battlefield, The Sims, and Tomb Raider. Knowledgable in bridging the gap between artistic vision and engineering constraints through shader development, performance profiling, and cross-discipline pipeline collaboration. Successfully guided environment teams through complex hardware transitions, from legacy consoles to cutting-edge VR.
Expertise: World Building, 3D Content Creation, Mentorship, Design and Engineer Collaboration, Look Development, Optimization.
Technical: Shader Development, Level Streaming & World Partitioning Management, World Performance Profiling (RenderDoc, UE Stats, OVR Metrics), Photogrammetry.
Software: Unreal Engine, Maya, ZBrush, Photoshop, Premiere Pro, Substance Suite, Reality Capture, Perforce.