Senior Environment & Weapons Artist with 20+ years of professional game development experience, including 10+ years in senior and lead roles. Expert in environment art, hero weapons, hard-surface assets, and Unreal Engine workflows, with extensive experience in large-scale world building, VR, and AAA production. Demonstrated ability to own end-to-end asset creation from blockout and early concept through final polish and in-engine implementation; while mentoring artists, collaborating across disciplines, and ensuring visual, technical, and gameplay requirements are met.
Specialized in environment spaces, hero and enemy weapons, and performance-critical systems, including realistic and stylized firearms, sci-fi weapons, explosives, and interactive props. Recognized for balancing visual fidelity with performance, defining quality bars and technical standards, and guiding both internal teams and outsourced partners to deliver assets that consistently meet AAA and VR production expectations.
• Primary owner of hero weapons & critical explosive props from proxy to final Unreal Engine integration
• Authored animation ready weapon assets with clean pivots, sockets, LODS, and materials
• Defined visual & technical benchmarks, quality bars, and finishing standards for weapons & props
• Balanced visual fidelity with performance, memory, and frame-rate constraints to maintain detail
• Directed internal teams & outsource partners with clear briefs, visual targets, and technical guidelines
💻 Maya, Zbrush, Photoshop, Substance Painter, Unreal Engine, Perforce
• Led creation of weapons, props, and environment assets from proxy to final Unreal Engine integration
• Prioritized clean low poly topology, crisp high poly modeling details, and clean UVS
• Created PBR materials with wear, edge breakup, and roughness variation to control micro details
• Maintained ~90% first-pass approval rating, reducing revision cycles and production risk
• Implemented assets in Unreal Engine with defined LODs to maintain visual and technical performance
💻 Maya, Zbrush, Photoshop, Xnormal, Substance Painter, Unreal Engine, Perforce
• Owned hero weapons & vehicle creation from concept development through final in-game delivery
• Defined weapon silhouettes and materials to meet visual canon, gameplay, and technical requirements
• Built believable metal wear, edge breakup, dirt, and roughness variation through texture and materials
• Prepared weapons & vehicles for animation and gameplay by setting pivots, sockets, and components
• Implemented weapons & vehicles to meet strict technical, memory, and performance constraints
💻 3DS Max, Photoshop, Perforce
• Developed & taught real-time 3D asset creation curricula aligned with industry standard pipeline
• Taught modular asset creation, strategic planning, and implementation of tiling texture workflows
• Trained students in clean topology, emphasizing performance budgets, and production hygiene
• Maintained top instructor review scores (4.5/5) through mentorship, clear feedback, and instruction
• Fostered production focused learning environment emphasizing technical execution & visual quality
💻 Maya, Modo, Max, Zbrush, Mudbox, Photoshop, Substance Painter, Marmoset, Unreal Engine, Unity
• Owned end-to-end creation & implementation of all weapons & props from block out to final delivery
• Developed storytelling edgewear, dirt, and roughness variation through texture and material creation
• Optimized models, UVs, and textures for real time performance, maintaining visual fidelity and realism
• Collaborated with engineers and SMEs to ensure weapons met realism, usability, and technical needs
• Created best practices documentation including naming, asset finishing, and technical requirements
• Created high-quality 3D weapons, props, and environments from proxy to final in-game delivery
• Improved weapon asset workflows to increase visual quality and reduce creation and iteration time
• Delivered realistic asset wear, roughness variation and damage details in textures and materials
• Collaborated with production teams to align asset creation project goals and technical restraints
• Maintained organized asset workflows using source control and cross-disciplinary team pipelines
• Created 3D models with clean topology, efficient UV layouts, and detail within engine limits
• Built repeatable asset workflows that improved consistency while maintaining storytelling in textures
• Served as a visual lead across multiple projects, establishing art direction and pipelines
• Delivered full-pipeline implementation of characters, weapons, props, and environments
• Created pitch decks to establish art direction for new games, driving new client acquisition
💻 Maya, Photoshop, Nitro Character, Perforce, Mudbox, Adobe Premiere
• Implemented industry standard art pipelines to improve project quality and production consistency
• Emphasized asset performance considerations in clean topology, UVs, and material setup
• Created reusable tutorial libraries that increased student project completion rates by 20%
• Mentored artists through complete real-time production pipelines and best practices
• Collaborated with faculty to align curriculum with professional AAA studio expectations