3D Environment Artist with 2 years of experience in the game industry and currently shipping 1 title. Focused on building immersive, real-time worlds in Unreal Engine. Skilled in modular kits, trim sheets, tileable texture creation, implementation, and set dressing. Experienced collaborating in teams, taking feedback, and applying workflows efficiently. Based in San Francisco, open and willing to relocate if needed.
CG Asset Creation for Games, Think Tank Training Center | 2023-2025
Bachelor's of Information Technology, Interactive Multimedia & Design @ Carleton University | 2016-2020
Advanced Applied Arts Diploma, Interactive Multimedia Development @ Algonquin College | 2016-2020
Developed and implemented 8 character-themed environmental props for an unannounced title using Maya, Houdini, and Unreal Engine 5
Created modular assets, materials, and textures to support scalable environment production and efficient level-building workflows
Utilized custom materials and shader systems within Unreal Engine Material Layers and Houdini procedural workflows
Contributed to level design, greyboxing, world building, environmental storytelling, and set dressing
Partnered with art, design, and engineering teams to ensure successful asset integration, optimization, collision setup, LOD implementation, and player interaction functionality within Unreal Engine 5
Modeled, sculpted, UV-mapped, and textured game-ready assets using Maya, ZBrush, Substance Painter, and Substance Designer
Built level blockouts and integrated environment assets in Unreal Engine 5
Created and maintained materials, shaders, and procedural texturing workflows
Lit environments to support visual storytelling, atmosphere, and player navigation
Developed environmental animations, VFX, modular kits, trim sheets, decals, and tileable materials
Optimized assets for real-time rendering through efficient topology, texture management, and performance-focused workflows
Collaborated with a team of four artists to create a stylized but realistic environment in Unreal Engine within a five-week production schedule
Served as Team Lead, overseeing task planning, production schedules, team communication, and weekly reviews to maintain project milestones
Built modular asset kits, trim sheets, and material variations to support efficient world-building and visual cohesion
Created custom shaders leveraging vertex painting and material blending techniques
Coordinated version control workflows and contributed to regular art reviews and team feedback sessions
Managed end-to-end 3D asset creation projects across a wide client portfolio (Traditional 3D, Photogrammetry, and BYOA)
Managed and assisted redesign of 3D asset library for internal platform using tools such as Jira, Confluence, Monday, and FTrack
Created the entire internal Jira and Confluence system across entire department, which tracked data for production analytics
Trained Outsource 3D Artists by creating original documentation on specific 3D workflows and becoming the main point of contact for asset creation questions
Facilitated and increased output of internal tool called the Auto Decimation Pipeline by identifying inefficiencies and standardizing workflows