Work Experience

Lead Artist, Ubisoft Toronto  Jun 2017 – Present

Toronto, ON

Unannounced project

  • Manage a multi-disciplinary team of 7-9 model and level artists with varying levels of experience

  • Work closely with AAD, AD to evolve and fine tune the creative and artistic vision and maintain high quality standards throughout the team

  • Collaborate with cross-functional departments to establish needs and understand constraints. Problem-solved and troubleshot blockers and addressed concerns ahead of time.

  • Prototype and benchmark high profile areas, and document processes for distribution to all stakeholders

  • Work with PMs to track development progress and optimize workflow and production

  • Create 3D and 2D assets for set dressing and branding needs

  • Develop style guides for internal teams and external partners 

  • Encouraged and motivated team members through weekly stand-ups, one-on-one chats and career development meetings to support their development

  • Active ambassador for Ubisoft Toronto for both internal and external-facing affairs: student-mentoring program in local schools, being part of a panel of judges at the annual Ubisoft NXT showcase

Senior Level Artist, Ubisoft Toronto  Dec 2016 – Jun 2017

Toronto, ON

 

FARCRY5

  • Helped finalize 2 outpost locations by set dressing the spaces with a focus on composition and details

  • Worked closely with level designers to ensure optimal sightlines and vantage points were achieved without sacrificing quality of the art

  • Performed a polish pass with several locations and helped out on last minute tasks that came by towards the end of production

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Senior Environment Artist, Warner Bros. Games  Aug 2015 – Dec 2016

Montreal, QC

 

Unannounced next-gen title (PS4, Xbox One)

  • Benchmarked 3D assets for in-house testing and outsource documentation

  • Acted as pod leader - oversaw 3 level artists and supervised them to push art quality and exceed expectations of art direction

  • Built assets and level art using the Unreal 3 engine

  • Created documentation of workflow pipelines for other artists

 

Environment Artist, Eidos Interactive - Square Enix Sep 2012 – Aug 2015

Montreal, QC

 

Deux Ex Mankind Divided (PS4, Xbox One, PC)

  • Responsible for building full maps using a PBR engine

  • Developed organic and inorganic structures and environments

  • Took ownership of the map and collaborated with level designers to problem-solve, troubleshoot and brainstorm new ideas

  • Created new techniques to stay current and increase productivity

 

CG Generalist, Goldtooth Creative Agency Apr 2012 – Sep 2012

Vancouver, BC

 

Forza Horizon and Batman Arkham Origins

  • Created high resolution 3D assets (cinematics)

  • Responsible for creating materials and textures for surfacing needs

  • Rendered and lit assets using sIBL and Mental Ray

  • Conducted experiments in Nuke for doing test composites

 

Environment Artist, Slant Six Games Sep 2008 – Apr 2012

Vancouver, BC

 

Resident Evil Operation Raccoon City (PS3, X360, PC)

Socom Fire Team Bravo 3 (PSP)

  • Developed benchmark assets for both in house and external use

  • Responsible for the vehicle creation workflow for RE:ORC

  • Created modular buildings and sewer tile-sets

  • Researched new software and techniques to stay current and increase productivity

 

Vehicle Artist, Radical Entertainment Aug 2007 – Sep 2008

Vancouver, BC

 

Unannounced next gen title (PS3, X360, PC)

  • Produced high resolution vehicles and weapon models for high-low normal map bakes on lower resolution meshes

  • Supported the modular vehicle creation workflow

  • Worked with Technical Director to rig and animate real-time damage for vehicles using blend shapes

  • Provided art support for the environment team

 

Associate Artist, Electronic Arts Canada Apr 2007 – Aug 2007

Vancouver, BC

 

EA Playground (Wii)

Need For Speed ProStreet (PSP)

  • Collaborated closely with concept artists on texturing techniques

  • Painted concept characters for unannounced NDS title

  • Assisted with content creation to a wide range of SKUs

  • Worked on EA Playground with the environment team

Teaching Experience

Part-Time Instructor, BCIT Digital Arts Program Sep 2007 – Sep 2012

Vancouver, BC

Maya, Photoshop and Portfolio courses (British Columbia Institute of Technology)

Created course materials to pass teachings to students

Provided live demos of common techniques using a variety of software

Reviewed and provided feedback for student assignments

Offered ideas and constructive feedback to help shape student final demo reels

Education

British Columbia Institute of Technology Apr 2006 – Apr 2007

Digital Animation – Certificate

  • Fundamentals of 3D content creation

  • Nominated for the 2007 Governor’s Award for Excellence

  • Schoolwork featured in 2018 admissions brochure and multi-channel advertising of
    Xplora Design Skool (India)

  

Van Arts Sep 2005 – Sep 2006

  • Introduction to Maya and 3D art creation

  • Comic Book Production

  • Still Life and Life Drawing

 

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