Experienced in building and lighting photo-realistic environments for video games, entertainment software, and architectural visualization.
Model, texture, light, and render photo-realistic scenes showcasing flagship tile for clients such as Costco, Home Depot, Lowe's, and Wayfair.
Establish and implement hardware, software, technology, and pipeline standards for the CGI Department.
Designed, modeled, optimized, textured, and lit photo-realistic environments for Luminant Robots and Luminant Music software packages.
Established environment art pipeline standards for the Art Department.
Ensured standards for texel density, lightmap optimization, poly counts, texture resolution, LODs, lighting, modular assets, tileable textures, and overall world building were implemented and maintained.
Managed balance between baked lighting and dynamic lighting, maximizing photo-realism while maintaining high performance for desktop and mobile.
Modeled, optimized, unwrapped, baked, and textured props.
Modeled, textured, lit, and rendered scenes of hotel spaces for Disney, Hotel ZaZa, Hyatt, Marriott, St. Regis, and Wingate.
Referenced AutoCAD floor plans and imported them into SketchUp before building out the rest of each architectural scene.
Collaborated with interior designers, followed design documents, referenced floor plans, and followed material schedules to ensure their vision and the client’s vision were accurately represented in 3D.
Modeled, unwrapped, and textured furniture and home décor.
Modeled, textured, lit, and rendered products and architectural scenes for Big Chill, Capital Lighting, Colour & Design, Daltile, Dell, Duralee, Fabricut, Marazzi, Tri-Kes, Wolf-Gordon, and more.
Modeled, unwrapped, textured, lit, and rendered furniture, appliances, and home décor.
Referenced CAD models then textured, lit, animated, and rendered marketing videos of cell phones and consumer electronics.
Evaluated, tested, quoted, and built new workstations for the CGI Department.
Used 3ds Max to fix, rebuild, and optimize Revit scenes for Unreal Engine.
Lit and rendered photo-realistic stills of architectural scenes.
Built virtual reality demonstrations of hotel spaces.
Separated environments from EverQuest: The Darkened Sea expansion pack into individual assets and prepared them to be sold on the EverQuest marketplace.
Converted open-face assets to water-tight, fixed their UVs, and corrected any other existing errors.
Modeled and textured lanterns, robes, and banners for a future expansion pack.