Seasoned Lighting Artist with over 20 years of experience working within the Entertainment Industry; initially started as an Environment Artist but my passion has pivoted me towards a Lighting specialty. Calling upon all my experience, I’m able to deliver state-of-the-art Lighting content by looking at every aspect of world building. Throughout all this, I have contributed to every stage of game development from early pre-pro visualization to final polish stages of cinematics and in-game scenes.
Earning a Bachelor of Fine Arts in Media Studies and Computer Animation from The Columbus College of Art & Design; accompanied by a traditional arts background. This enabled me to utilize traditional practices to convey storytelling elements through visual direction and shape language.
+ Create compelling and dynamic lighting scenarios for gameplay and cinematics for our Lighting systems - bringing levels from rough Design Lighting Blockout to Complete Art Polish.
+ Maintain a balance between visual quality and performance efficiency while having a thorough knowledge of the PBR Pipeline for Troubleshooting.
+ Working with graphics programmers and technical artists to support the development of new systems and techniques.
+ Follow the direction the Art Directors have established and on occasion help refine the aesthetic through lighting to better establish the desired atmospheric mood for the player.
+ Create Pipelines and Next-Gen building techniques for Lighting systems; bringing levels from rough design lighting blockouts to complete art polish and completion.
+ Working with the Art Director and fellow Lead Artists to create a vision to the level of quality desired for Next-Gen Games & Cinematics.
+ Help establish guidelines, best practices and style guides along with providing daily feedback to the internal and external developers.
+ Provide direction/feedback for in-game assets and cinematic quality assets.
+ Proactively identifying risks associated with meeting project milestones.
+ Generate documentation and asset packages for outsourcing, as well as the integration of assets, asset and texture optimization, and support for LOD and collision in the level design.
+ Clearly communicate updates and properly escalate concerns to the appropriate team member(s) and manager(s).
+ Create and supervise of in-game assets internally and to PlayStation Studios Visual Arts/ client specifications.
+ Assisted and responsible for delivering over 200 assets to their final state of production polish.
+ Provide direction for in-game and in-game cinematic quality assets.
+ Work closely with game developers and Lighting Supervisor to understand proprietary engine’s lighting workflows and deliver developer's vision for cinematics and in-game environments.
+ Actively develop and improve skill set and abilities by keeping aware of industry trends and techniques, evaluating competitive products, and learning new software packages.
+ Model custom assets of various LOD states, texture with both existing and custom materials using Substance Painter/Designer.
+ Deliver work on time, while adhering to high artistic standards.
+ Worked alongside the Art Director and Creative Director (David Jaffe) to establish/redefine the environment art pipeline to set performance and visual standards.
+ Provided leadership and hands-on art creation for the team on how to drive environment art quality which consisted between creating, directing, and integrating art.
+ Worked alongside the Art Director and C.O.O. with establishing a streamlined process of Outsourcing and provided feedback for levels and assets created internally and externally.
+ Lighting of interiors and large exterior spaces with the mindset of conveying a Mood/Atmosphere that portrays the desired Player Experience set forth.
+ Crafting flow, player progression, and visual storytelling through TODs, Skyboxes, and atmospheric setups.
+ Assisted in the Core Technology Group to help establish and implement features for our Lighting tools into our Next-Gen Engine.
+ R&D for Next-Gen lighting practices and Pipelines
+ Utilize assets, props, effects, and lighting while working closely with the Art Director, Lead Artist and Lead Level Designer to create visually stunning and technically efficient game spaces.
+ Act as the point person in a small group of Level Designers and Artists to communicate on reaching the artistic vision for levels.
+ Aid Concept and Outsourcing teams by providing references, concept/illustrations and or rough models for level layout.
+ Ensure high level of refinement through play-testing, bug-fixing Optimization and tuning
+ Low/High polygon modeling, texturing, material creation of next-gen environmental game assets, mentoring artists, and oversight of game level sections.
+ Aided in the Outsourcing pipeline from creating job-sheets to initial block-outs to deliverables of final content
+ World Builder/Level Layout and prop placement
+ Low/High polygon Modeling, texturing, lighting, and level build/layout of next-gen environmental game assets.
+ Understanding and Experienced in the process of level optimization, lighting and setting up advanced shaders.
+ Managing the art pipeline of a multiplayer level from start to finish.
+ Coordinating production of various levels as well as collaborating with other team members/leads