Senior Character Artist with 16+ years of professional experience across AAA, VR and AR titles, specializing in high-quality character, creature, and hard-surface asset creation within real-time and hardware constraints. Proven contributor to 20+ shipped titles, known for establishing visual standards, collaboration closely with cross-disciplinary teams from concept through engineering, and driving asset quality from early pre-production through final in-game implementation. Experience in defining pipelines, solving technical art challenges, and delivering polished assets within technical guidelines.
● Defined and owned character art, armor sets and creature creation for Asgard's Wrath 2, delivering high fidelity assets on a 10-15 day turnaround while adhering to strict hardware constraints.
● Established texture and material standards for hard-surface weapon assets, raising overall asset consistency and visual quality.
● Collaborated closely with the Concept Team to brainstorm, refine and finalize the functional design and visual language of major vehicle assets.
● Partnered with Graphics Engineer, Lighting, and Technical Art teams to develop best practices in achieving high end in-game quality within VR limitations.
● Established a character pipeline, and asset naming standards to support scalability and consistency as the project moved from prototype towards production.
● Contributed to early prototyping and pre-production for an unannounced AAA project, helping define multiple character modeling styles and visual directions.
● Coordinated with the Art Director and Lead Concept Artist to visualize the concept art into production ready characters that aligned with the evolving art vision.
● Delivered high quality character assets while iterating in a fast moving, exploratory development environment as part of a two artist character team.
● Collaborated with the New World team in creating high-quality character armor sets and props for the New World MMO.
● Task and projects currently being determined.
● Created real-time environment and character content for the Magic Leap creator AR device, Balancing visual quality with real-time performance limitation.
● Supported the UI/UX team with pre-visualization and final asset direction for the avatar system and customization features.
● Collaborated with the Experience Team to deliver high-end AR content, balancing visual polish with technical feasibility, including the interactive Undersea aquarium experience.
● Collaborated with the Lead Artist to define and maintain the character and weapon pipeline for a mobile title.
● Acted as Art Manager by providing biweekly feedback to 40+ characters and weapon assets, ensuring consistency, performance and visual standards for all deliverables.
● Created high visual fidelity of high and low poly assets that were optimized for mobile hardware.
● Collaborated with the Art Director during pre-production to support visual development and pre-visualization for the characters and vehicles.
● Supported asset tracking, delivery and organization using Jira and Perforce to maintain efficient production flow.
● Responsible for creating highpoly and lowpoly meshes for characters, props, vehicles, and weapons for clients like Gearbox, Bioware, Yager, Insomniac and many more.
● Coordinated with the Art Director on in-house projects to establish character creation pipeline.
● Delivered production ready assets across a wide range of styles, adapting quickly to different client requirements and technical constraints.
● Responsible for creating highpoly and lowpoly meshes for characters, props, and weapons.
● Responsible for creating highpoly and lowpoly meshes for characters, props, and weapons.