Lego Fortnite 
(Initial Release, Star Wars Release) Current
Epic Games
I am responsible  for Implementing assets into the game engine for the level designers and technical animation team to use. As well as adjusting the assets created, using the provided tools and software so that they meet technical requirements, setting up folder structures and updating documentation when needed for the team to use, continuously adjusting  assets and props based on feedback from the technical animation team, until the desired look/effects are achieved.  Testing tools and giving feedback on how they can be improved and reporting bugs found and creating gray boxes and proxies to be used by the Level Designers. 
Adjusting build pieces so that they can be used modularly, and so that they fit within the techincal specs.

FireWall Ultra

Sony Playstation

As an Outsource Review Artist I was responsible for creating asset briefs, making sure assets met technical requirements and visual standards, as well as applying internal fixes, creating proxies, and testing assets in Unreal Engine.


Death Stranding 2

Sony PlayStation

As an Outsource Review Artist I was responsible for creating asset briefs, making sure assets met technical requirements and visual standards, as well as applying internal fixes, testing and troubleshooting tools.


Shrouded Destiny Part 2

Responsible for matching moving animations, animating assets, tracking, look dev, and modeling.

Shrouded Destiny

Responsible for creating digi - double of blaster, touching up textures, animating blaster, and match lighting. 

I am also responsible for matchmoving animations, and creating 2d graphics to pass off o the compositions. 

Concord

( Sony Playstation)

As an Outsource Review Artist I am responsible for  making sure characters  meet  technical requirements and visual standards, as well as applying internal fixes, troubleshooting tools. I am also responsible for answering both technical and artist questions, writing up documentation, establishing a pipeline, and making sure we are staying on schedule. as well as authoring textures within Substance Painter and implementing them in Engine.

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