SKILLS
  • Organic & hard-surface high-res sculpts, retopology, UVs, map baking, materials, in-engine asset setup
  • Texturing using photo compositing, procedurals, & handpainting; knowledge of PBR theory & best practices
  • Figure drawing, anatomy, color theory, principles of design, composition, lighting
  • Leadership, project management, mentoring, technical writing, cross-functional stakeholder communication
SOFTWARE
MayaZBrushPhotoshopSubstance Painter3DCoat
3ds MaxUnityV-RaySubstance DesignerTopogun
EMPLOYMENT HISTORY
3D Character ArtistPoorly Timed GamesRemoteJul 2020 – Present
  • Model & texture 3D characters for unannounced title. Collaborate with Concept Artists & Art Director
3D Art Manager, 3D OperationsWayfair, LLCBoston, MAMar 2018 – Jul 2020
  • Identify pipeline needs; propose, lead, & execute cross-team projects; measure business impact & iterate
  • Lead artist team R&Ding techniques for creating photoreal complex surfaces like wicker and fur
  • Define & document technical standards to ensure internal & external artists hit target 3D model quality
Senior Artist, 3D VisualizationWayfair, LLCBoston, MADec 2016 – Mar 2018
  • Lead artist team creating models, materials, lighting, & renders for photoreal images in 3ds Max and V-Ray
  • Work with Seniors to document & teach team standards, and grow the team from 5 to 60 artists in 1 year
Technical Artist, Wayfair NextWayfair, LLCBoston, MAFeb 2016 – Dec 2016
  • Create models, materials, and textures, and develop 3D workflows, for VR & AR apps on desktop & mobile
  • Work cross-functionally with engineers (real-time optimization) and creative & copywriting teams (UX & UI)
Adjunct InstructorMount Ida CollegeNewton, MASep 2015 – May 2017
  • Teach 3D modeling, texturing, lighting, & rendering to Game Art and Animation Bachelor’s students
Freelance 3D ArtistVarious clientsRemoteAug 2009 – present
  • Hard-surface & organic models, textures, & materials for unannounced title by indie studio Superscience LLC
  • 3D asset creation, optimization, and R&D for Archimedes Digital – augmented reality and virtual reality projects in the humanities and academia, on Google Cardboard/Daydream and Tango-enabled Android devices
  • Cartoon style character models & textures for Rocketcat Games title Dad by the Sword. Platform: PC
3D Artist, Technical ArtistVivEd LearningIowa City, IAJun 2008 – Jul 2014
  • Create dissectable models for real-time interaction on PC, mobile, web, & VR for K-12, colleges, & med schools
  • Human & animal anatomy, spaceships, microbiology, environments, & props
  • Create textures for 3D version of Atlas of Human Anatomy, based on Frank Netter MD’s medical illustrations
  • Custom shaders via node-based editor, set up art assets in Unity, lighting, particle FX, material & texture library
3D Modeler & TexurerLiquid DevelopmentPortland, OROct 2006 – Apr 2008
  • Organic & hard-surface models, textures, LODs, collisions for AAA clients for PS3, PC, & Xbox 360 games
SELECT TITLES
  • May’s Journey (Chaima Jemmali, Ph.D. project, Northeastern University):
    Handpainted 3D characters for educational computer programming game. Web and PC.
  • Patio Playground (Wayfair):
    Materials, textures, models, lighting, performance optimization, UI, UX for sandbox VR experience. Oculus Rift.
  • MorgantinaVR (Archimedes Digital):
    Environment & prop models, textures, in-engine setup. Advise real-time best practices. R&D. Balance historical accuracy with consistent visuals for archaelogical reconstruction of ancient city. Vive, Gear VR, Cardboard/Daydream, Tango.
  • Cyber-Anatomy and Cyber Science 3D (VivEd Learning):
    Organic & mechanical models, textures, in-engine art asset setup, performance optimization. PC, web, mobile, zSpace.
  • Rockband (Liquid Development. Client: Harmonix):
    Model and texture musical instrument props and set up in proprietary engine. PS3, X360.
  • Warhawk (Liquid Development. Client: Incognito):
    Environment models, LODs, collision meshes. Playstation 3.
  • Freaky Creatures (Liquid Development. Client: Abandon Interactive):
    Environment & prop models & textures. PC, mobile.
 EDUCATION
Media Arts & Animation,
Bachelor of Science
The Art Institute of PortlandPortland, ORJul 2002 – Jun 2007
Creating Stylized Game AssetsCGMAonline courseApr 2020 – Jul 2020
Advanced Video Game Character CreationCGsociety.orgonline courseApr 2014 – Jun 2014
Figure Construction and atelier classesAcademy of Realist ArtBoston, MASep 2013 – May 2014