Learn a little bit about me. Skillset, experience, and personal mission
Environment artist, character artist, texture artist, rigger/animator, world builder, lighting expert, Unity wizard...3D Generalist
Environment artist and world builder
From a long time ago in a galaxy far far away. They will be updated someday- and that day may never come
Feel free to reach out!
This 22k poly urban environment (yes, I'm including the police car in that total) was modeled by me in 3ds Max/ textured Photoshop. The bulk of this modular environment is composed of 65 buildings, 8 road sections, 17 unique powerline sets, and 4 different sidewalk pieces. All 65 buildings exist on 21 hand painted textures, with a total of 3,282 polys. All buildings have unique sides so they can be rotated for re-usability.
The other environments pictured were also created with the same ultra optimized end goal. View the TSA environment in 360 degrees here!
Using set pieces from Metropolis, I created these environments for
DC Universe Online: Sons of Trigon
Environment artist ; Technical artist
3ds Max genius ; Maya champ
Unreal expert ; Unity master
Photoshop perfectionist ; Illustrator wizard
Workflow optimizer ; Productivity coordinator
Art Director at Floreo
3D Artist at Merge VR
Environment Artist at Reality Remastered
Environment Artist at SOE
Studied Leadership at The Denius Sams Gaming Academy at the University of Texas Class of 2015
Studied Game Art and Design at The Art Institute of Austin Class of 2014
I've spent most of my work life on mobile VR games which has inspired me to improve my workflow by optimizing my rigs, efficiently creating and exporting animation files, improving the overall exporting processes to remove bulk from files, 3d model creation for efficient UV unwrapping, modular asset creation, texturing, shader writing, and optimizing in editor (Unity) as well.
Proof of concept render created in editor.
Denius Sams Gaming Academy
Class of 2015 Student Project
Art direction: simple gradients on the textures for the jungle assets to create depth/keep poly count low.
Content Creation: modular assets to give world builders/designers more versatility.
Workflow/Approval Process for the art team.
The following videos were recorded in editor (Unity/UDK). Concept, models, and textures were created by me. Scene setup, lighting, particles, audio setup, and materials/shaders were also done by me.
Rube Goldberg machines have always fascinated me. Here is the first animation project I ever did. Recorded in Unity on an iTween camera.
I had over 6 weeks to make an epic demo reel to finish out college with a boom. I discovered V-Ray with less than 4 days left, learned how to use it, and reworked my whole demo reel.
Oh V-Ray: Do you remember when we first met? I thought I had wandered into a dream
Personal project inspired by a bar I went to in San Antonio on my first date with my husband while we were both still in college.
Morning in Fantasy Land
First UDK project I had ever attempted. Still my favorite creation- high up on my "to be reworked" list.
This scene was a personal project I did while learning about water shaders and particles in UDK.
I created this environment for a student project while attending the Art Institute of Austin.