Summary

3D Environment/Props/Lighting artist, currently at Ubisoft Reflections, working on Tom Clancy's The Division franchise.

[TOM CLANCY'S THE DIVISION - UNDERGROUND DLC]
My responsibilities on this project have been:
> Creating Hero Props, such as the Jamming Device
> Researching and implementing a HP/Damage system for the gameplay modifiers
> Creating Dressing Props
> Setting up re-usable gameplay elements - e.g. damaging fires, virus-contaminated prop clusters
> Initial 50% Dressing, Lighting, and Asset Creation for the special Incinerator Room

[TOM CLANCY'S THE DIVISION]
My responsibilities on this project have been:
> Creating generic props (inc. models and textures) to AAA quality standards
> Reviewing Outsourced assets
> Modifying or kitbashing existing assets
> Mission-specific asset creation
> Final level dressing pass on the Rooftom Comm Relay Mission, to make the spaces comply with Art Direction, and to achieve quality while optimising at the same time
> Level dressing, VFX optimisation, Lighting optimisation passes on Mission areas to support other artists

[UNITY ASSET STORE] - https://goo.gl/xFVpuA
> Creation of guidelines-compliant content for Unity 5
> Promotion of my work via Social Media

Experienced in:
> Creating high-quality low and high-poly assets for AAA, with quick turnaround times
> Creating bespoke level architecture for AAA
> AAA PBR texture creation
> Manual LOD creation, LOD bugfixing
> Creating modular building kits
> Applying/setting up node-based shaders (UE4, Snowdrop)
> Prototyping cheaper/optimised node-based technical solutions (Snowdrop)
> Node-based gameplay scripting and interactive prop setup (Snowdrop)
> Kitbashing new props or variations of existing assets
> Making sure assets work well with navmesh, allowing for player/NPC navigation
> Optimisation of assets in terms of triangle count, texture budgets, draw calls, etc
> Optimisation of environments in terms of streaming costs, VFX, and lighting to achieve stable FPS on consoles
> Dressing and first-pass lighting of levels and re-usable environment modules, following composition best practices
> Setting up props for Destruction, using our in-house tools (Snowdrop)
> Prodedural in-engine animation (Snowdrop)
> Whiteboxing, briefing, and providing artistic/technical feedback for outsourcing
> Lighting environments, and optimising Lighting setups (Snowdrop, UE4)

Skills

  • 3D Modeling
  • Environment Modeling
  • PBR Texturing
  • Texturing
  • Texture Baking
  • UV Mapping
  • Lighting
  • High-poly Modeling
  • Prop Design
  • Prop Modeling
  • Hard Surface Modeling
  • Environment Design
  • Low-poly Modeling
  • Software Proficiency

    3ds Max
    3ds Max
    Photoshop
    Photoshop
    Unreal Engine
    Unreal Engine
    Mudbox
    Mudbox
    Unity
    Unity
    InDesign
    InDesign
    Substance Painter
    Substance Painter
    Substance Designer
    Substance Designer
    ZBrush
    ZBrush

    Productions

    Experience

    Junior Environment Artist

    Ubisoft Reflections
    September 2014 - Present | Newcastle upon Tyne, United Kingdom

    Environment Artist

    Big Head Games
    May 2012 - September 2012 4 months | North Shields, United Kingdom