Technical Environment Artist who has chosen to focus on procedural modeling and tools. My career began as a traditional 3D artist using Autodesk Maya and later Blender.
A few years back I started working with Houdini and pivoted more towards Technical Art. Over the last few months, I have worked full-time with PCG in Unreal Engine 5.
Environment artist role with focus on predominantly technical solutions aimed at creating an extensive world in Unreal Engine 5. Assignments have varied from fully procedural systems (e.g. defining rules, creating PCG graphs, etc) to manual operations.
At Mindark, I developed and streamlined pipelines for the Entropia Universe Unreal project in Unreal Engine 5. We focused on procedural tools using Houdini, Zbrush, and Blender.
Environment artist for the game Entropia Universe and Entropia Universe Unreal project in Unreal Engine 5. I created 3D assets from scratch or updated legacy assets.
We developed a VR simulation for surgical interventions, and my role was to develop an art pipeline and create 3D assets.
Given a major roll in developing the internal 3D art pipeline and documentations. Also, responsible for the 3D assets in an early VR application prototype.
Returned to FutureGames as one of the advisors mentoring the preparatory course attendees.
Hired as an instructor teaching children and young adults the basics of 3D modeling and Autodesk Maya.
One of the advisors mentoring attendees of a preparatory course for FutureGames.
Assisting customers while also receiving and cataloging wares and pre-orders.
Responsible for creating art assets and videos for a local marketing campaign. The project involved an iterative work process with regular changes based on feedback and requests from the client.