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Objective -

To work within a team to develop believable, immersive environments that push visual quality while enhancing gameplay experiences.

 

Work Experience -

 

Arkane Studios

Senior Level Architect

September 2018 - Present

 

Redfall (September 2018 - Present)

  • Owned spaces from beginning to ship as a world builder

  • Collecting reference and visual exploration for regions and buildings

  • Block in spaces and layout, balancing design requirements against composition and visual interest

  • High detail proxy modeling

  • Set dressing

  • Traversal and pathing definition

  • Terrain and foliage painting

  • Initial lighting intention passes

  • Maintaining performance and optimization for owned spaces

  • Provided feedback for environment artists to maintain consistency and local context

 

Crystal Dynamics

Environment Artist

May 2011 - July 2018

 

Avengers Project (Feb 2017 - July 2018)

  • Acted as map lead for a small team of environment artists within a space

  • Tasked and provided feedback to team members 

  • Created outsource packages and provided feedback to outsource vendors

  • Coordinated photogrammetry and resource gathering trips

  • Mentoring and training of new hires

  • Collaborate with design to lay out experiential and combat spaces

  • Ran GPU analysis of spaces for optimization

  • Developed base compositions for spaces

  • High poly modeling and low poly bakes

  • Created assets from photogrammetry sources

 

Shadow of the Tomb Raider (Jan 2016 - Feb 2017)

  • Balanced team priorities and scheduling to satisfy quality within checkpoint deadlines

  • Tasked and provided feedback to team members

  • Ran analysis to develop efficient optimization guidelines

  • Developed key compositions

  • Collaborated with designers to layout gameplay spaces

  • Developed mesh and terrain materials

  • High poly modeling and low poly bakes

 

Rise of the Tomb Raider (April 2013 - Jan 2016)

  • Collaborated with designers to build out structures of hub and side tomb units

  • PBR texture and material generation

  • High poly modeling and low poly bakes

  • Narrative set dressing

  • Optimization of units including light, mesh, and material optimizations as well as occlusion

  • Documented optimization workflows

  • Creation and management of outsource orders for assigned units

  • Mentoring and training new hires

  • Lighting

 

Tomb Raider (May 2011 - Jan 2013)

  • Modular asset construction

  • Collaborating with designers to lay out hub units

  • Modeling and material polish

  • Creation of side tomb unit from start to finish, including block out, custom mesh, fx placement and tuning, custom modeling/materials, and lighting

  • Creation of set pieces for hub levels

  • Destructible object modeling

  • Analyzing PIX capture reports to formulate optimization strategies

  • Mesh, material, and lighting optimizations

 

Education

 

Laguna College of Art and Design

Certificate, Game Arts

2008 - 2010

 

California State University - Sacramento

Bachelor of Arts, Art Studio

2005-2007

 

University of California, Davis

Bachelor of Arts, Chinese

2000-2004

 

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