Principal Environment Artist & 3D Generalist bringing 10+ years of studio experience across realistic, stylized, sports and fantasy AAA titles (Call of Duty, D&D, WWE 2K). Deep technical expertise in Unreal Engine 5, Blender, 3ds Max, Maya, ZBrush, SpeedTree, Substance Suite, etc. Experienced in establishing modular worldbuilding pipelines, managing performance budgets, and mentoring junior artists. Versatile team leader adept at establishing modular asset workflows, building master shader networks, managing external outsource partners, and maintaining strict engine performance budgets across PC, console, and specialized hardware platforms.
As an Environment Artist on the FIFA franchise at Refactor Games, I manage the end-to-end visual pipeline for complex real-time environments—taking levels from early block-outs to final AAA polish. I collaborate closely with Art Directors and Leads to translate real-world stadium references into immersive, high-quality levels while carefully managing architectural, organic, and engine memory budgets. By bridging the gap between art, design, and engineering, I consistently deliver high-end visuals that stay within technical performance limits.
I specialized in building scalable, feature-rich modular kits designed to work across a variety of thematic genres. My technical skillset included creating advanced master shaders, custom PBR material libraries, and dynamic lighting setups to deliver market-ready asset collections. Working closely with distributed teams worldwide, I maintained clear communication and fast iteration pipelines to consistently meet tight deadlines.
Working within the Dungeons & Dragons universe, I created high-fidelity organic and hard-surface assets using ZBrush and Substance 3D, and built a versatile modular dungeon system that drove core worldbuilding and narrative layouts. I also managed complex foliage workflows using SpeedTree, integrating all assets into Unreal Engine 5. Alongside my production work, I led daily operations for the environment art team, mentoring junior artists and driving team growth through hiring, interviewing, and onboarding.
On Ghostbusters: Spirits Unleashed and Arcadegeddon, I established high-fidelity visual standards by developing streamlined stylized art workflows in Maya and Unreal Engine 4. I built modular environments that maintained visual consistency across every level while actively mentoring junior artists through regular feedback sessions to improve their modeling and texturing skills.
On WWE 2K22, I led daily environment art production, combining team leadership with hands-on asset creation. I managed schedules, pipelines, and workflows while providing technical guidance to both internal artists and external outsourcing partners. Alongside team oversight, I built high-quality environment assets to ensure consistent visual standards across all deliverables.
On Skater XL, I built photorealistic urban environments with a strong focus on real-world authenticity and grounded worldbuilding. Using 3ds Max, Unity, and Quixel, I created physically accurate models and custom PBR material sets, consistently balancing visual fidelity with strict performance targets across large, dynamic levels.
Designing for physical casino gaming hardware, I built 3D environments and assets tailored specifically for electronic gaming machines. Collaborating closely with the Art Director, I worked within strict platform hardware constraints to deliver highly optimized visuals that maintained high graphical polish and prioritized player engagement.
As a key artist on Armored Warfare, I specialized in high-precision, hard-surface vehicle production, using 3ds Max, Substance, and Photoshop to model, UV, and texture complex military tanks. Operating within the primary outsourcing studio, I took assets through full production pipelines—ensuring everything strictly met poly-count budgets, Texel density requirements, and PBR standards while consistently hitting tight deadlines.
On Call of Duty: Ghosts and Call of Duty: Advanced Warfare at Raven Software, I created performance-optimized environments using the Radiant engine, taking levels from initial block-out to final polish. I collaborated closely with Level Designers to ensure worldbuilding directly supported sightlines, player movement, and the franchise’s fast-paced gameplay. Managing memory budgets, geometry density, and texture budgets across complex multiplayer and campaign spaces, I helped deliver high-fidelity visuals while maintaining strict 60 FPS performance targets.