I am a professional 3D technical artist, formerly a sr technical artist at Mighty Coconut, with 5+ years of experience working in the game industry and additional years working in business simulations. My focus is in VFX and shader writing, but I am also proficient in rigging, animation, modeling, and light programming. I earned my bachelor's degree in Computer Graphics Technology with a focus on 3D modeling and animation from Purdue University, and I also have an MBA that I earned from Purdue.
I have experience creating optimized art for standalone VR, I have worked on both stylized and realistic games, and I can work across various platforms and engines. My biggest strengths are my adaptability, my rapport with others, and my ability to look at the bigger picture.
Sr technical artist working on Walkabout Mini Golf. My tasks involve developing shaders for complex effects, setting up particle systems to enhance the visuals of the game, optimizing the models so they run smoothly on standalone VR headsets, and various other tasks like initializing new scenes in Unity, developing tools for both Unity and Blender, setting navigation meshes, creating LODs and setting them up, UVing water to flow realistically, prepping objects for our wind vertex offset shader, and much more.
Contracted to make various 3D models for a small indie production game. I worked on numerous assets in the main game environment, including the flying vehicles visible throughout the game, as well as more complex models, such as a shrine that required hand-painted normals.
Lead 3D artist for a small VR and AR company that is doing some amazing projects, including working with the Chicago Cubs. I manage the art team, making sure everything is consistent in style and quality when implemented together in the final Unity scenes while providing tips and mentoring to the junior artists.