Experienced game industry 3d Environment/Props Artist and QA for both triple A and indie titles. Always looking to learn and grow my skillset and knowledge while contributing my own expertise to any project I am apart of.
Specialties: Maya, 3DS Max, Zbrush, Photoshop, UV mapping and Texturing, Substance Painter, Substance Designer, VRay, PC and Console Testing, Unreal Engine, and Unity Engine.
Brought on as a supporting environment artist at The Wandering Band before shortly taking over as the main 3d artist. Collected reference material to create inspiration boards that helped with the art direction. Worked alongside with the tech artist to create custom shader graph materials.
● Created game ready building kit sets for cities, towns, and outposts
● Created game ready environmental props such as vegetation, rocks, and minerals to
populate the world's environment
● Worked with lead designer to create the look set for the world terrain and supporting
terrain pieces for each biome
● Provided feedback and design iterations on art assets
● Collaborated with the lead artist on creating specific hero and relic buildings in game
● Created seasonal themed cosmetic sets for player buildings
● Created unique game ready player buildings along with animation sets for them
Co-Produced with the general artist as a team of two at Dapper Penguin Studios creating and
shaping the games overall art style. Main tasks were to create both town building sets, and player buildings. In addition to supporting animations while maintaining a low poly style.
● Helped in defining and creating the games overall building and art style with the art lead
● Created game ready environment building assets sets for the games cities and towns
● Created game ready player buildings and animation sets for each building
● Provided feedback and design iterations for art assets in game
● Optimized our texture sets into texture atlases
● Created game ready props such as vegetation, cars, rocks, roads
● Documented asset creation processes and implementation
Worked as both game QA and system tools on the QA Smoke team for Trion Worlds various online MMO titles. I aided in delegating tasks for the morning smoke test of the build. Reviewed any systems or technical issues before pushing builds out locally for the devs to use.
QA Games Tester - Trove
Responsibilities:
● Reported and documented in game bugs and graphical issues
● Logged, updated, and tracked bugs/reports in JIRA
● Went through daily checklists of in game content to check
● Checked live player feedback and logged any found issues
● Worked with fellow QA testers to run group content for functionality and difficulty
QA Build Smoke Tester - Defiance
Responsibilities:
● Ran through morning checklist of in game checks with other QA Smoke tester team
member
● Logged, updated, and tracked found bugs/issues in JIRA from the morning smoke of the
build
● Triggered in game events to test against story and DLC missions for any issues
● Tested both PC and console tools to make sure they connect and run properly with the
games build
● Coordinated with the QA lead on build status and blockers
QA Games Tester/QA Build Smoke Tester - Rift
Responsibilities:
● Ran through morning checklist of systems tools and software with other smoke team
members
● Tracked our testing procedures through Excel spreadsheets linking any found issues
with each step
● Logged, updated, and tracked found bugs/issues in JIRA from the morning smoke of the
tools and software
● Delegated tasks each morning among the smoke team
● Reported any blockers or major issues to the QA lead that would block the build and
tools from passing
● Reported and documented in game bugs and graphical issues
● Checked abilities and damage numbers against spreadsheets for consistency
● Ran through quests checking for spelling and punctuation issues as well as functionality
● Checked live player feedback and logged any found issues