High Poly/Low Poly Modeling
3D Studio Max
Unreal Editor - used Unreal 3 for multiple student projects. I created show level that incorporated an in game camera, multiple particle effects using Kismit, and lighting. I also created several playable levels using Unreal which needed custom assets, custom particle effects, lighting and collision.
Unity - used Unity to create over half the levels for Ice One Racing on the Iphone. I imported all assets, created collision, set up lights and baked light maps, created particle effects, and created game objects such as AI tracks for any “enemy” cars.
Hammer Editor - Hammer was my first engine and I learned how to use it by creating playable levels for Counter Strike and Portal as a student at the Art Institute of Phoenix
Bachelor of Arts, Game Art and Design (June 2009)
The Art Institute of Phoenix, Phoenix, AZ
3D Artist Impossible Interactive June 2011 - November 2011
Assigned to concept, design, create, and test tracks for an Iphone/Ipad racing game. I used Photoshop to create Level Docs, used 3D Studio Max and Photoshop to create and texture all assets to then be exported to the Unity Engine and be tested to ensure playability, fun, and balance.
3D Artist VirTra Systems September 2009 - June 2011
Assigned to create 3d content for police and military training simulators. Using Zbrush, 3D Studio Max, and Photoshop I created life like environments, characters, and props to be used in full 3D environments or to be composited seamlessly into live scenarios.
Freelance Designer/Artist Icarus Studios August 2010 - Current
Use of Zbrush and Photoshop to create game pieces for the table-top game Hero Clix. I create character sculptures matching the likeness of a DC or Marvel super hero or villain and ensure that they are both ready to be printed and also used for the online version of Hero Clix. The sculptures must have enough detail to be interesting as game pieces and meet certain requirements of thickness and other tedious measurements in order to be printed in to game pieces that are roughly an inch tall, will support their own weight, and not break. The models however have to utilize normal maps and textures to capture all that detail and meet low poly limits and have proper geometry in order to be used online.
ICEOne Racing - Iphone/Ipad
Environment Artist/Level Designer/ World Builder