I'm a professional 3D hard surface artist with over 6 years of experience in industry working in different sized teams, using different workflows and pipelines to achieve the desired results for the game. I strive to create highly detailed, interesting designs and aim to improve my concept and modelling skills with each new design and vehicle I work on.
Working closely with the SQ42 art and PU ship team to push the visual quality of the ships and hard surface environments in Squadron 42.
Working with the rest of the SQ42 art team to make high detail and immersive 3d environments and vehicles.
Transitioning from a junior role allowed me to work on larger, more interesting ships. Working on larger ships helped me to improve my modular workflow, this helps the large ships in the game to run efficiently and hold a large amount of detail and materials without a large hit to performance. As a 3d vehicle artist I work closely with tech design and concept to get a complete picture of what needs to be modelled and completed for the final ship.
My first full time job in industry working on Star Citizen and the PU ship team. During this time i mainly worked on creating interiors for different vehicles and ships used in the game using a variety of different techniques to match the style and design of the manufacturer the ship was built for. During this time i was also creating new materials for various applications and fixing errors and tweaks in older ships as problems arose.
Working with GRIP's creative director to create and model various cars for the game and develop solutions to allow the game to run smoother on all consoles and PC. I worked on all aspects of the vehicle pipeline from designing some of the vehicles from scratch to modelling and texturing them, creating and refining the materials inside UE4 to rigging and getting the physics sorted with the cars so they acted as expected.