I primarily specialize in hard surface weapon, vehicle, and prop art using the latest software and workflows for video games today. I've also done environment art professionally, as well. Thanks for checking out my portfolio :)
•Armored Warfare (currently in BETA)
-I started on AW as a junior environment artist and worked with my senior art leads on creating maps for my first year and a half or so. My responsibilities included environment art modular asset creation, props, set dressing, level optimization, and working with bringing in outsourced environment art as well.
-I was then given the change to work on the vehicle team as a mid level 3D artist on the team. I started out fixing vehicle art bugs and optimizations, but was later given the opportunity to build vehicles from scratch. From then on I've been building vehicles as well as managing a certain amount of the outsourced vehicles we have in the game.
•Call of Duty: Advanced Warfare (2014), Activision Publishing, Inc.
-During my brief time as an artist on the CoD support team at High Moon, I got the opportunity to create a civilian vehicle and some various environment art that's used in the game.
•Transformers: Fall of Cybertron (2012), Activision Publishing, Inc.
-My major responsibilities for the game was prop and destructible creation. I focused on a lot of game play oriented art such as pickups, the weapons, and destructibles.
•Dungeon Siege III (2011), Square Enix, Inc.
•Fallout: New Vegas - Honest Hearts (2011), Bethesda Softworks LLC
•Fallout: New Vegas - Lonesome Road (2011), Bethesda Softworks LLC
•Fallout: New Vegas - Old World Blues (2011), Bethesda Softworks LLC
-During my time at Obsidian Entertainment as an Environment Art Intern, I got the fantastic chance to work on the last three DLC add-ons for Fallout: New Vegas. While much of my early work there was "invisible art" such as creating custom collision meshes for pre existing art in the game or prop LOD's, I did later on get the chance to do a little art creation, world population, and lighting for DLC's number 2 and 3. I also received an additional development credit for helping with these same types of practices on Obsidian's Dungeon Siege III during the last couple weeks of the games development.
Needless to say, working with the designers there on my areas was an amazing opportunity, and I learned a ton from my time there.