Objective -


To create interesting and immersive environments, while collaborating with a driven and passionate team.


Work Experience -



Crystal Dynamics

Environment Artist

May 2011 - Present

Avengers Project (Feb 2017 - present)

  • Tasked and provided feedback to team members

  • Created outsource packages and provided feedback to outsource vendors

  • Ran GPU analysis of spaces for optimization

  • Mentoring and training of new hires

  • Developed base compositions for spaces

  • Collaborate with design to lay out 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 modelling 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 modelling 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


Unannounced project (Jan 2013 - April 2013)

  • PBR texture and material generation

  • High poly modelling

  • Worked with art team to create style guide keyholes


Tomb Raider (May 2011 - Jan 2013)

  • Modular asset construction

  • Collaborating with designers to lay out hub units

  • Modelling and material polish

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

  • Creation of set pieces for hub levels

  • Destructible object modelling

  • Analyzing PIX capture reports to formulate optimization strategies

  • Mesh, material, and lighting optimizations


Autodesk Inc.

Subject Media Expert

January 2010

  • Created 3d models and textures for a low poly interior environment

  • Documented process for learning media




Laguna College of Art and Design

Certificate, Game Arts

2008 - 2010


California State University - Sacramento

Bachelor of Arts, Art Studio



University of California, Davis

Bachelor of Arts, Chinese