I am a 3D level artist from Montreal, Quebec; always looking to bring my skills to a talented team
focused on immersive worlds. I enjoy blending the technical and creative sides of visual art and story
telling. I am a self motivated artist with a strong aptitude for collaborative work and a passion for
problem solving and game development.
Project: Eden Rising (PC, releasing soon)
Responsibilities included:
Creating level terrain based on block outs and game design requirements.
Set dressed levels with vegetation, and assets using a combination of hand placed and procedural tools.
Created organic textures for environments using Substance Designer.
Project: Unannounced AAA title
Responsibilities included:
Created modular kits for open world building creation with help from concept and real world reference
Worked closely with Art Directors and Concept Artists to push visual standards of out modular kits
Used Unreal Engine's procedural Facade editor to create archetype buildings for use by Level Designers and Artists throughout the studio
Maintained ownership of archetypes throughout production, implementation, bug fixing and polish
Assisted with educating level artists on how to use the facade editor
Projects: Star Citizen, Dead by Daylight, Dishonored: Definitive Edition, RBI Baseball
Responsibilities included:
Asset creation; low poly modeling, texture creation, implementation in engine
Creation of one off props and modular kits
Optimization and polish of old assets
Material creation
Maintenance of blueprints for procedural levels
Editing of video and screenshots for client's website
Responsibilities included:
Low-poly asset creation
Rendering of high-poly assets
Character creation for animation
Hand painting of textures
Level creation, lighting and terrain
Bug fixing
Clients: Glu Mobile, Play Mechanix, South Park Studios.