As a Senior Technical Level Artist, I possess a wealth of experience working with Unreal Engine, In-House Engine and Unity Game Engine. My expertise lies in researching and utilizing real-time technologies and cross-platform development to create highly-detailed environments and landscapes. My passion for storytelling drives me to constantly learn and experiment with new techniques in order to push the boundaries of what is possible.
Throughout my career, I have gained a wide range of skills including Level Design, Lighting, Performance, Technical Art, and Level Art. These experiences have allowed me to continually improve and develop a deep appreciation for orchestrating the design and visualization of environments. My goal is to push the limits of knowledge, innovation, and technology in order to achieve excellence in my work.
Grinding Gear Games was founded in November 2006 in Auckland, New Zealand. Its founding members come from various countries and have a selection of diverse backgrounds ranging from artificial intelligence and software security to industrial design to professional tournament game play. We are currently developing Path of Exile, a competitive online action RPG. Much more information about this project is available at www.pathofexile.com As veterans of various online role playing games, we understand what is required to make a compelling action RPG with visceral combat and a complex item economy.
• Find innovative solutions to optimize the rendering cost of assets, ensuring visual fidelity while using an in-house engine
• Measure and analyze performance pipelines, providing insightful directions and recommendations for further improvements.
• Set up comparisons with high‑end platforms, defining and implementing the necessary requirements to achieve optimal performance and visual standards.
• Analyze internal tools and contribute to their enhancement, streamlining workflows and optimizing efficiency.
• Evaluate in‑engine art pipelines to ensure they align with industry best practices and employ the appropriate expertise.
• Identify and troubleshoot bugs in both personal and team‑generated work, ensuring a smooth and polished final product.
Ballast builds attractions for waterparks and resorts, that boost revenue and wow guests with memorable experiences. Ballast uses proven VR technology to generate new revenue streams that have resulted in 900,000+ paid activations in 15 countries.
Accomplishments:
• Spearheaded the preparation and production of captivating cutscenes, creating immersive storytelling experiences for guests/users.
• Demonstrated expertise in cinematic scene composition, skillfully arranging elements such as characters, props, and environments to create visually stunning and coherent sequences.
• Adapted slide tracks effectively, seamlessly integrating narrative and gameplay elements into cinematic presentations, considering physical implications of it.
• Brought scenes to life through dynamic camera animation, utilizing a keen eye for cinematography to enhance emotional impact and storytelling.
• Apply the right rendering techniques to achieve high-quality visuals, ensuring that each frame conveys the desired atmosphere and mood.
• Character rig retargeting and animation setup, to chieve realistic and expressive performances in multiple chharacters.
• Collaborated closely with other departments, fostering effective communication and coordination to ensure seamless integration of cinematic elements with gameplay and overall project vision.
The National University, ranked as the best university of the country, had the chance to manage the process of creation of multiple inside minimum viable projects and enterprise spin-off related business solutions related with augmented reality, mixed reality and virtual reality for different audiences, giving courses of good code practices, architecture patterns, technical debt, project management, and different technologies for daily software development in Unity 3D and Unreal Engine.
Accomplishments:
• Conducted lectures for students at UNAL on Unreal Engine, Unity Engine, Game Design, and 3D Art
• Developed and delivered a series of remote classes on topics such as Unreal Engine Level Art, Houdini Basics, Lighting Art, and Performance Optimization.
• Mentored students by providing challenging projects and assignments to drive their growth and development
• Facilitated interactive Q&A sessions and conducted comprehensive portfolio reviews to support students in their progression and improvement.
Responsible for creating stunning environments using the best technologies possibles and research on new ways to improve the know-how for environment creation, lighting and performance at one of the most exciting projects in the Web 3 GameFi sector.
Farcana is a blockchain-based GameFi project with the original Play-to-Hash economic model patented in the US. The game economy is supported by its own Bitcoin mining hash rate, resulting in more stability and transparency. Gamedev in Farcana relies on R&D and AI technologies by Farcana Labs. The game is a high-quality shooter with a Bitcoin prize pool, its own NFT marketplace, and regular tournaments.
Accomplishments:
• Expertly planned, scoped and constructed game levels, ensuring high quality and player engagement.
• Skillfully executed lighting design and performance optimization to enhance the player experience.
• Developed comprehensive documentation and prototyping for level design to ensure project success and efficiency.
• Conducted meticulous level balancing and arcade-oriented set dressing to create immersive and enjoyable gameplay.
• Efficiently planned, designed, and executed multiplayer levels to provide a rich, multiplayer gaming experience.
At Girraphic we are firm believers in the power of an idea and providing technical innovation and expertise to help create, explore & bring ideas to life. I'm was in charge of the in-engine art process, including technical and researching through the potential of new features on Unreal Engine. As well, it includes the whole pipeline regarding world creation, environment art & technical art
• Successfully established and configured virtual production scenes, ensuring seamless and efficient workflow.
• Expertly prepared virtual scouting and virtual camera sessions, providing exceptional visuals and performance.
• Consistently optimized and debugged virtual production systems to ensure high-quality results and project success.
• Skillfully executed lighting art, cloth simulation, and wind set up on Unreal Engine to enhance the virtual environment.
• Built and created environments from start to finish using the full pipeline, from Blender to Unreal.
• Worked with leading clients such as NFL, Eurosports, and Fortnite Creative to deliver top-notch results and exceed expectations.
MLC is a creative outsourcing studio based in the UK. Focus on providing a wide range of creative services for indie game developers. I mainly deal with the level art for games and technical art for virtual productions.
https://magnaludumcreatives.com
Accomplishments:
• Expertly placed and designed various procedural encounters while collaborating with engineering to create data tables and challenging gameplay experiences within the game levels.
• Skillfully directed, implemented, and tuned exciting level design mechanics, ensuring consistent application across all project clients.
• Crafted visually stunning game environments by designing and implementing intricate layouts that guide players through a diverse range of points of interest and biomes. Worked closely with artists to develop custom looks and tools for accelerated creation.
• Set up open world and local lighting for real-time or baked stages, elevating the overall visual experience for players.
• Proactively established new team and pod structures to streamline workflow, boost creativity, and improve the quality of our world-building process. This approach has proven highly effective in the current remote work environment.
• Expanded the team by attracting and mentoring new talent to build a world-class art department, elevating the overall quality and capability of the organization.
As a highly experienced Level Artist / Designer, I have a proven track record of delivering top-notch results. My passion for technology and programming has driven me to take on challenging projects and consistently produce high-quality work.
One of my key accomplishments includes implementing innovative level design mechanics to enhance gameplay experiences for all project clients. My expertise in crafting visually stunning game environments has led to a more immersive player experience. Additionally, I have successfully set up effective lighting systems for real-time and baked stages, elevating the overall visual appeal of the game while working as Freelancer for different projects
Accomplishments:
• Implemented innovative level design mechanics to enhance gameplay experiences for all project clients.
• Crafted visually stunning game environments through careful design and implementation, leading to a more immersive player experience.
• Set up effective lighting systems for real-time and baked stages, improving the overall visual appeal of the game.
• Streamlined workflow, increased creativity, and improved quality by establishing new team and pod structures.
• Built a world-class art department by attracting and mentoring new talent, resulting in elevated capability and performance of the organization.
LevelTouch is a dynamic and ambitious company, specializing in the development of high-quality video games. The team is made up of skilled developers who are passionate about their craft and strive to constantly push the boundaries of what is possible. With a focus on innovation and excellence, LevelTouch is dedicated to delivering top-standard products that exceed the expectations of their customers. Whether working on cutting-edge technologies or exploring new creative avenues, the team at LevelTouch is always pushing the boundaries of what is possible in the world of video games.
Accomplishments:
• Collaborated with Art Director and CTO on various video game projects, delivering top-notch results.
• Worked closely with the CEO to communicate and justify conceptual and directional choices, ensuring the success of each project.
• Demonstrated versatility and leadership skills by supporting a range of internal and external initiatives while maintaining a focus on quality, message coherence, and a positive working environment.
• Guided and motivated subordinates to meet Leveltouch Studios standards of creative excellence, timeliness, and profitability, contributing to the overall success of the organization.
• Actively worked towards achieving the goals of Leveltouch Studios, demonstrating a strong commitment to the company's mission and vision.