I worked on the survival shooter Aliens: Fireteam Elite from 2016-2020 as an Associate Environment Artist and an Environment Artist. During that time, I primarily focused on asset creation with occasional worldbuilding. Creating assets for this game was incredibly rewarding, especially recreating assets from movie references. Often, the movie reference would be blurry or in the background, or only visible from one angle. I'd have to extrapolate what it would look like from other angles, and that challenge was one of my favorite parts of working on these assets. Here are some of my favorite contributions to this title:
Game Engine: Unreal Engine 4
Platform: PC/Console
I’ve been working at Niantic on the AR pet sim game Peridot since early 2021. It’s a cute, stylized, colorful take on the pet sim genre - and it’s all in AR! I’ve created cosmetics, marketing images, food, UI elements, and all kinds of other goodies for our game.
Game Engine: Unity
Platform: Mobile
Since January 2021 I’ve been working as a 3D Artist at Niantic on an AR pet simulation game called Peridot, and we’re now live in several countries during our soft launch phase. Because this is a mobile AR game, these assets are all very optimized — all assets are under 2000 tris, and have 512 or 256 textures.
I’ve primarily worked on creating a set of 4 3D icons used in our UI, from concept through to final in-game implementation. I’ve also worked on other special assets liked the in-app purchasable Windchime asset (from concept through to in-game implementation with shader support from our tech artist) and Dotnip consumable food item (also from concept to in-game).
Modular environment created in UE4 using Maya, Substance Painter, Substance Designer, and Procreate to create graffiti/street art decals. All assets in the scene are created by me.
For this scene, I wanted to highlight my 2D drawing skills and my 3D modeling skills. I created all the 2D art pieces in Procreate, and together with a flexible modular 3D asset kit, created this small alley scene.
I’m especially proud of the cubemap material I made for the windows in this scene. The shader uses interior cubemaps captured from separate submaps, and it also inserts a random length of curtains depending on the position of the asset in the scene. Please scroll to the end for an animated demo! The shader uses techniques from these two posts:
http://antondoe.blogspot.com/2018/07/build-fake-interior-shader-for-cheap.html
and
https://www.artstation.com/artwork/W290vD
I create this piece after being inspired by the excellent design work in my friend Hannah Templer’s comic “Cosmoknights”. I wanted to be sure to incorporate some iconic props from the comic, like the gravitic travel mug, helmet, and hardlight keychain. I also pushed myself to create FX for the bike as well.
I used a midpoly workflow for this piece. To get details like screws and panel lines, I created a reuseable decal sheet to place on the model.
Tricount:
Hoverbike: 20k
Accessories (mug and helmet): 5k
Tools used: Maya, Substance Painter/Designer, Unreal Engine
In addition to 3D art, I'm also very comfortable with 2D painting and drawing. I love doing life drawings and also coming up with characters and environments from reference and imagination combined.
Created a little stylized campground diorama inspired by up in the Pacific Northwest -- my family used to go camping and backpacking a lot along the Washington and Oregon coasts. I wanted to capture the magical feeling of finding the perfect spot for your tent!
Tools used:
Unreal Engine 4
Maya
Substance Painter + Designer
3DCoat
Zbrush
A selection of work I did for a collaborative personal game project between a programmer friend, a writer friend, and myself: working title "Astoria".
Responsible for art direction, concept art, modeling, texturing, rigging, and (eventually) animating everything seen here.
Tools: UE4, Maya, Photoshop
This is a selection of my work on The Sims 4 Vampires during my time as an Object Modeler with EA/Maxis. I really enjoyed working on The Sims because of the great learning opportunities it provided. Due to the game's low targets for poly count and texture resolution, I had to be very intentional in creating assets.
Each asset was under 500 tris. The largest ivy variant has a 512 texture, but some (like the candelabra) have a 256 texture, and the garlic assets have 256x64 textures! All about saving that texture memory.
I created all the assets in these screenshots with a few exceptions: I did NOT create the floor/wall textures, the paintings inside of the frames, or the small table under the candelabra.
Game Engine: Proprietary
Platform: PC/Console