Summary

With over 8 years of being in video game development and now virtual reality, I have become a powerhouse of many skills. Programming inside Unity 3d (C#), and Unreal 4 (C++) has made me well adapt to these engines and their coding languages. I have setup project structures, naming conventions and developmental workflows to keep projects organized and increase productivity. Making pipeline tools (Python) really makes you passionate about organization. I have adapted to the Substance Painter/Designer and PBR workflows. With my hard work ethic, ability to problem solve, and continuous learning attitude, I am versatile and a great addition to any team.

Skills

  • Python
  • C#
  • C++
  • 3D Modeling
  • Environment Modeling
  • Character Modeling
  • Illustration
  • Concept Art
  • 2D Animation
  • 3D Animation
  • Storyboarding
  • Software Proficiency

    Maya
    Maya
    Unreal Engine
    Unreal Engine
    Substance Painter
    Substance Painter
    Substance Designer
    Substance Designer
    Photoshop
    Photoshop
    ZBrush
    ZBrush
    Unity
    Unity
    Python
    Python
    C#
    C#

    Productions

    Experience

    Technical Artist

    The Void
    February 2016 - October 2017 | Lindon, Utah, United States of America

    • Developed Virtual reality Experiences.

    • Programed trigger sequences.

    • Created Python scripts and tools to improve production and reduce overhead.

    o Program Launchers, Skin Weight Transfer, Auto Normals, Exporters, etc.

    • Made SubST drive for all references to work on various machines

    • I on boarded new hires getting computers setup and processes.

    • 3d Modeler: Used ZBrush, Maya, and Substance workflow for Environments and props.

    Technical Artist

    Electronic Arts
    March 2011 - February 2016 | Salt Lake City, Utah, United States of America

    Made 3d art and tools for games on a variety of platforms. Mobile, PC, Wii, Xbox360, and PS3.

    • Titles: Sim 3 expansions, Sims 4, Minions Paradise and more.

    • Made tool for importing assets directly into Engine.

    • Exporting tools to create folder structures and export models and textures to correct paths.

    • Created project structure and modeling workflow for artist pipeline.

    • Made confluence tracking and task table for production.

    • 3d Modeler: Characters, Props and Environments.