Modeled and textured buildings, environment props, and flora for use in proprietary engine. Updated old library of trees and plants in SpeedTree. Worked with testers to fix bugs related to assets, terrain, and course layout. Designed and implemented new user interface (art & scripting). Created concept illustrations to pitch ideas to clients or visually explain necessary graphic enhancements to engineers.
Oversaw art direction on project. Created assets for survival horror style, grey boxed level layouts and fleshed out using supplied concept art, supervised creation and aesthetics of all art assets, managed integration of assets from other team members and gave critiques. Completed non-environment tasks, such as cinematics, animation, rigging, gameplay/story design, and writing.
Created realistic and stylized environment assets for multiple Wii titles, including buildings/architectural elements, flora, aircraft, and ground cover. Created concept illustrations for environment objects, adversaries, and scenarios. Involved in environment/level/game design.
Applied knowledge of 3D modeling and texturing to creating environment assets/props for FPS title. Learned basics of importing assets, setting up shaders, and placing objects in the Unreal Engine.

Extensive art, animation, and design theory; focusing strongly on traditional drawing skills and the importance of process. Topics covered include: 3D Modeling and Texturing, 2D Animation Principles, Drawing, Painting, Design, Color Theory, Cinematography, Dialogue, Storytelling, more.
Focused on general education and creative digital media, as well as traditional drawing and design skills. Topics covered include: Drawing, Design, Digital Video Editing, Motion Graphics, Graphic Design, Art History, more.
