To excel in the field of Game Art with my dedication and passion to Character and prop design.
Specialties: High poly modeling for normal map generation, low poly modeling for games, weapon and prop modeling, 2d character and prop conception, texture painting, uv mapping
My Responsibilities are :
Understand how to work with asset limitations, project milestones, and risks
Create high quality, detailed 3D character models and assets
Ensure art assets are performant and within budgets for draw calls, poly counts, and texture memory without compromising visual quality
Develop new character ideas that fit within conceptual designs, technical parameters, and production goals, for a live-service online game
Help define and maintain art production pipelines, tools, and systems to scale assets from high-end PCs to mobile Android VR headsets
My role is to create 3d artwork and craft detailed AR characters, objects, accessories and effects.
During this period I worked on various projects for different companies remotely.
My Job was to create high poly character sculpts of different outfits for
The Light, Medium and Heavy Avatars. I was given different model sheets
and direction on how and what needed to be completed.
My responsibilities are to Optimize character assets to
improve performance, help create textures for various
character assets, process artwork through the game
pipeline and fix character bugs. I work with my character
leads to make sure all work is completed on time within
the given milestone date.
Created Zbrush Character Sculptures for the production of miniatures for the tabletop game “Twelve Elements of War”
Using various programs, my responsibility was to create playable characters, npc characters, armor for playable characters, weapons and character related environment props. I worked closely with my Art Director and Department Leads to maintain art style and cohesive look and feel. I met tight deadlines and milestones by staying on top of schedules. I was able to communicate clearly with designers, producers, programmers, and fellow artists.
Responsible for concept designs using Photoshop and Zbrush sculptures for the production of high quality resin miniatures and miniature parts for 30mm scale miniatures (heroic 28mm scale), among other assets like busts.
Responsible for concepting and creating character avatar assets and creating an array of textures and clothing for avatars using Photoshop, Zbrush, 3D max 2009 and Bodypaint 3D. Created initial concept art designs for Emoko Interface.