Associate Lead Environment Artist
CurrentI work as an Associate Lead environment artist for Raven Software, an Activision studio. As an environment artist, I gained experience creating the visual interest (details) and some minor design work in virtual environments which are published annually on a major video-game release. Our current projects are all in service of the Call of Duty franchise. Specifically, my primary job involves working in the game engine (Radiant in previous projects) for macro-mid level detail work, 3D Studio Max for modelling small pieces or large elements with heavy vertice-count, Z-Brush for organic 3Dmodels, and a combination of Substance Designer/Painter/Quixel Suite, and Photoshop for creating tileable textures or model textures. I occasionally am able to use traditional illustration methods as well (hand-drawing) for virtual signage and artwork within the game. In the last few years this work has expanded to focus heavily on procedural terrain and biome authoring in our Warzone Maps. As an Associate Lead, I manage development of our terrain biomes and author and communicate best practices to multiple artists and studios involved in the project. My work-to-date includes the following shipped titles:Call of Duty: Advanced Warfare (3 multiplayer maps) 2014Call of Duty: Black Ops 3 (conversion of current-gen graphics to last-gen for Xbox 360/PS3) 2015Call of Duty: Infinite Warfare (2 multiplayer maps) 2016Call of Duty: Modern Warfare Remastered (2 multiplayer maps) 2016Call of Duty: Online (web-based game partnering with Chinese publisher Tencent; I worked on 12 maps in-between the above listed projects and this is an ongoing effort) 2017Call of Duty: WW2 (2 multiplayer maps in War mode) 2017Call of Duty: Black Ops 4 (art in the Blackout "Battle Royale" mode) released 10/12/2018Call of Duty: Warzone, 2019 - ongoingFuture work in progress (TBA!)