As a Senior Environment Artist with 8 years of experience in AAA game development, I specialize in creating realistic, high-fidelity environments for a wide range of gameplay experiences. I collaborate closely with design, narrative, lighting, FX, and tech art teams to craft immersive worlds that enhance both gameplay and player engagement.
I’m passionate about pushing the limits of visual fidelity while maintaining optimal performance, and I continuously refine my craft to deliver experiences that resonate with players.
Rogue Company (PC,PS4,PS5,Xbox One, Nintendo Switch)
● Helping the environment art team with architecture, buildings and other areas, from modeling
to texturing.
● Support the team with the creation of props based on the needs of the team with fully control
of the whole process from modeling to texturing.
● Polishing and Bug fixing as needed.
Realm Royale (PS4, Xbox One,PC)
● Helped the Environment team as support to port the game to the playstation platform
● Aided with props and mostly vertex paint all around the map
● Minor texture creation where needed.
Rogue Company (PC,PS4,PS5,Xbox One, Nintendo Switch)
● Helped the environment art team with architecture, buildings and other areas, from modeling
to texturing.
● Support the team with the creation of props based on the needs of the team with fully control
of the whole process from modeling to texturing.
● Polishing and Bug fixing as needed.
Realm Royale (PS4, Xbox One,PC)
● Helped the Environment team as support to port the game to the playstation platform
● Aided with props and mostly vertex paint all around the map
● Minor texture creation where needed.
Marvel Heroes Omega (PS4 and Xbox One)
● Owned 3 out of 10 chapters in the game, solely responsible for modeling and texturing
custom props, destructibles, knockables, and sets as well as using existing assets to create
10-20 cells per chapter
● Collaborated with level designers and then edited levels directly to ensure each cell is
populated with props that align with the vision and the gameplay goals for each level
● Created the global and local lighting for levels; used tools and setting created by Tech Art to
ensure levels were properly lit
● Edited and modified existing VFX to alleviate pipeline problems and not bottleneck production
so that the VFX team could focus on higher priority, custom VFX
● Delivered 5 to 7 levels per week in addition to allocating time to fix bugs to ensure levels were
completed within the deadline
● Researched locations and props to ensure that all levels fit within the Marvel Universe and
supported the narrative of the game
● Worked directly with both my lead and the Art Director to ensure all levels were approved and
matched the quality bars set for the title
● Found and documented pipeline inefficiencies and then worked with colleagues to improve
and streamline our process