On the Environment art team worldbuilding for not yet released game -- Exodus!
Worked on creating weapons and prop art assets in collaboration with animators and designers. Focused on hard surface modeling and PBR texturing, both stylized and realistic.
*Hard surface modeling both high and low poly
*Blockout, sculpt, UV, and texture those assets
*Establish a pipeline to streamline asset production
*Created templates and planning documents to future proof our assets
*Work with Design and Character teams to provide assets that fit both departments needs
*Work with feedback to outsourcers and guide them to make assets that mesh well with existing art
*Provide expertise of mechanical functionality to help concept create more believable concepts
*Create blockouts for architecture kits
*World build and set dress scenes within the levels
*Work with Level Designers to provide art assets that best fit their needs
*Prop asset creation to be used as set dressing and interactable objects to the player
*UV, texture creation, and Substance Painter templates for various features in the environment
*Created level blockouts in conjunction with design requirements
*Set dressed arenas
*Modeled, sculpted, and textured props to use within environments
*Created tiling and trim textures for reuse throughout the game
*Problem solved within restrictions of a proprietary engine
*Directed outsourcers on how to produce assets in our game
*Create high quality props including weapons, vehicles, hoverboards, and housing decor.
*Create and repurpose FX and particles for a variety of assets
*Create rigs and animations for props and vehicles.
*Work within a team to meet strict and rapid deadlines.