Working on super cool secret stuff.
At Spark XR I had the chance to work on a VR arcade experience like no other. Spark XR consisted of a very small team and I wore many hats for the project. I was in charge environment modeling, scene/world building, lighting, shader building, and VFX. The project came with many challenges from working in a new render pipeline, working on new unseen hardware, and recreating a massive real world environment. I was leaned on heavily to ensure lighting that had to seamlessly blend from section to section and remake a massive real life location while not breaking the art rendering budget.
At Consensys I'm apart of a small team developing a 3D mnemonic key recovery application. Being one of the two artist on the team I was mainly in charge of environment creation, props, lighting, and particle systems. The project demands creative and interesting solutions to allow an unprecedented 132 Bits of entropy. This also means we're developing something that's never been done before. Within the year we've created 16 unique worlds with over 500 unique intractable models.
For Google I worked on the Google Expeditions project and the AR Lipstick App. For the Expeditions project I was in charge of retopology, texturing and ensuring final vision and specifications for 3D model. For AR lipstick I'm in charge of creating an accurate, real life representation of physical lipsticks within the google sand castle AR toolset.
At React I wore a lot of hats and worked on various art styles/pipelines for companies such as Disney, Hi-Rez, and The Void to name a few. I worked on many projects ranging from AAA 2D sprite based games, small mobile 2D/3D games, VR/AR both mobile and PC, and Current Gen Consoles. I was mainly in charge of Environments, Textures, Shaders, Lighting, VFX, and often helped with Character/Animations when needed.
I was in charge of Designing, Modeling, Uving, Texturing, Lighting and Packaging Environments to send to our Unity3D Dev team. When needed, I helped on assets as well. Along with doing these tasks I worked with the other in house artist and outsourcing artists to develop and a pipeline for lighting environments and props. We developed specifications for each environment to allow users to customize their own materials and allow assets to transfer to each room without any clipping/disappearing issues.