The Forever Winter
| Tech and Environment Art |
- Environment and level art work for several POI’s across multiple maps
- Tech art, locomotion, weapons, and UI
- Worked on templatized animation system to work with several main character locomotion and weapons
- Implemented targeting marker system
- Made grenade systems with variations for chaff, cluster grenade, Flare…etc
Battlefield 4 (Multiplayer)
| Environment Artist |
- Level owner on several Battlefield 4 multiplayer maps from concept to shipping.
- Directed mood boards, asset pipelines, and outsourcing for the maps I owned.
- Implemented tech with FX artist for “Levelution” for secondary lanes in the playfield
- Worked on maps for map packs: “Second Assault” – “Dragons Teeth” – ” Final Stand”
Crackdown 3 (Multiplayer)
| Senior Lead Environment Artist |
- Built next-gen visual prototypes in unreal to explore art style for the IP.
- Established early environment pipelines
- Work on background Vista geo and layout
- Tech Art prototype holographic shader for fast performance
Lost Planet 3
| Associate Lead Environment Artist |
- Helped lead environment art standards and practices.
- Environment art level owner of several biomes
- Technical Art including global weather controls and gameplay cinematic lighting systems.
- Delivered and shipped performant and bug tested levels across multiple platforms.
Cloud Castles
| Senior Technical Artist |
- Set up cinematic pipelines implementing Characters, FX, And animations from the team
- Early gameplay prototypes to validate cross discipline performance and memory budgets
- Created gameplay prototypes to validate system design and scalability.
Raiders (Unreleased)
| Associate Lead Environment Artist |
- Prototype cinematics for new IP development
- Environment art level and shot owner for segment (0:52 – 1:25) and (3:05 – 3:45)
- Modeled, rigged and animated main submarine vessel
Battle Busters
| Personal Prototype |
- Rogue Lite arcade shooter.
- Set up gameplay, cinematics, and front end
- Multiple selectable playable characters
- Procedural systems for spawning AI, Shops, and Bosses using RNG
- Shops, Powerups, Pickups, Battle Suits, and Weapons

































