
3D Asset & Texture Artist
Phoenix, Arizona Area

3D Asset & Texture Artist
Phoenix, Arizona Area
An industry-experienced video game artist who has a passion for quality and detail. Has experience with working on a shipped-title and downloadable content. Enjoys pushing himself to continue learning and evolving as an artist and as an individual in general.
Confident he can create professional, high-quality game models in a timely manner, but also remembers that as an artist it is always a constant learning process and that for him and every other artist there is always room for further growth and improvement.
Currently seeking a Texture Artist or Environment Artist position and is open to discussing opportunities.
High and low polygon modeling, UVW unwrapping, creating diffuse, normal, specular, opacity, self-illumination, and detail maps. Working with environmental assets in an engine. Traditional drawing skills. Always open to teaching and learning new skills and techniques.
(Privately Held; Computer Games industry)
December 2008 — June 2009 (7 months)
-Deprived - A first-person survival-horror tech-demo showcasing GenAudio’s AstoundSound technology.
-Modeled and unwrapped a variety of environmental assets and props.
-Created diffuse, normal, specular, opacity, and self-illumination maps for the majority of the environmental assets and props.
-Assisted with the placement of assets and props.
-Applied collision to all of the main architecture.
-Applied collision and physics to most of the environmental assets and props.
(Public Company; Computer Games industry)
July 2006 — August 2007 (1 year 2 months)
-Ghost Recon Advanced Warfighter 2 Multiplayer (Xbox 360)
-GRAW 2 Downloadable Content (Xbox 360)
-Undisclosed titles
- Modeled, unwrapped, and updated architecture and other various environmental assets.
- Created and updated various texture maps for buildings and other objects (diffuse, normal, specular, detail, opacity).
- Loaded and tested assets in Ghost Forge level editor
- Loaded and tested assets in an Xbox 360 development kit.
- Checked in and checked out 3ds Max and texture files using Perforce.
- Fixed various bugs towards the end of the project.
(Computer Games industry)
November 2005 — April 2006 (6 months)
-Shred Nebula (Xbox Live Arcade)
-Undisclosed title
- Designed and modeled real-time low-poly space ships and related assets.
- Unwrapped and created texture maps for real-time models.
- Created 3D assets and textures for an undisclosed title.
Bachelor's Degree , Game Art and Design , 2002 — 2005
Commercial Art 2000 — 2002