Staff Senior Environment Artist
- Worked on site at Naughty Dog in Santa Monica as both Environment Modeler and Environment Texture Artist on The Last of Us 2, and remote on The Last of Us: Part One. I am responsible for creating levels from designer blockmesh all the way through fully arted, optimized and finalized shippable levels. At Naughty Dog, Modelers and Texture artists usually work together in teams on levels, but due to my skills and experience I am responsible for both modeling and texturing on my levels. - As the Environment Artist for my scenes, using Maya and Zbrush I am responsible for modeling all structural and architectural elements in my levels, as well as set dressing using props created by Naughty Dog’s Prop artists. I focus on environmental storytelling through thoughtful use of shape language, silhouette, and composition to influence or enhance the player experience.- As Environment Texture Artist on my scenes, using Maya, Substance Designer/Painter and Naughty Dog’s Surfer Shader tool I am responsible for creating custom real world PBR materials and blend shaders, UVing assets, setting gameflags for lighting, lightmap UV generation. Material creation includes generation of Color, Normal, Roughness, Height, and AO maps for use in blend shaders. I focus on color and value as well as micro and macro detail to enhance playspace readability, composition, and overall look and feel of the level.- Working closely with the level designers to bring their ideas to life by creating real world playspaces based off designer blockmesh. -Identifying art assets for my levels for outsourcing, then cleaning up and integrating outsourced assets into the final game levels.-Working with the Foreground team to identify assets that can be scene or player interactables. Once assets are completed, I am responsible for integrating them into the final game levels.