My main job was to set the quality bar for my team and help everyone reach it. During that time I also constructed and delivered console quality environment art on mobile devices. I developed the scene construction pipeline for the team. Collaborated with engineers and tools programmers to improve and optimize our workflows. I created and maintained documents for all workflows and systems. I crafted high quality assets (high/low modeling, uv, projection, materials, collision). I was responsible for World/Scene building with Lighting, VFX, and Post Processing. I also created 3D UI, maps, and other miscellaneous prop related artwork.
During the first year at NCSoft's new Bay Area studio, I functioned as the sole environment artist. I was responsible for all aspects of environment creation from R&D to execution. This work included determining mood, color palette, and shape language for all spaces. It also included planning environment geometry, modeling, and generating materials for assets. Lastly, I was responsible for scene construction such as set dressing, lighting, environment fx, navigation pathing, collision geometry, and various other optimization passes.
As the team grew in size I became responsible for helping new team members achieve their potential and meet the quality standards we had set. This included large amounts of documentation as well as direct mentoring.
I worked with the Art Director to create "look sheets", reference boards, and some concepts for all the locations in the game. I helped the environment team develop and expand their skill sets. I collaborated with the level design team to plan the level construction. Using guidance from the technical team I created and maintained an "uber-shader" to streamline and optimize the material creation process. I built assets for the level and helped set the visual bar for quality. I provided technical support and guidance to the team for working in the engine and optimizations.
I was responsible for modeling, texturing, materials, world building, lighting, and concepting for levels. I worked with level designers to make their greybox maps become detailed and well constructed environments. I used an array of different tools to help achieve the atmosphere and mood envisioned by the art director.
I created an enormous amount of art for over 30 different games and cinematic in a range of different art styles.
Responsible from Modeling, Texturing, UVs. Projections/Baking , Materials and Optimizations.