Work Experience
Lead Artist, Ubisoft Toronto Jun 2017 – Present
Toronto, ON
Unannounced project
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Manage a multi-disciplinary team of 7-9 model and level artists with varying levels of experience
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Work closely with AAD, AD to evolve and fine tune the creative and artistic vision and maintain high quality standards throughout the team
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Collaborate with cross-functional departments to establish needs and understand constraints. Problem-solved and troubleshot blockers and addressed concerns ahead of time.
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Prototype and benchmark high profile areas, and document processes for distribution to all stakeholders
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Work with PMs to track development progress and optimize workflow and production
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Create 3D and 2D assets for set dressing and branding needs
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Develop style guides for internal teams and external partners
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Encouraged and motivated team members through weekly stand-ups, one-on-one chats and career development meetings to support their development
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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
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Helped finalize 2 outpost locations by set dressing the spaces with a focus on composition and details
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Worked closely with level designers to ensure optimal sightlines and vantage points were achieved without sacrificing quality of the art
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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)
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Benchmarked 3D assets for in-house testing and outsource documentation
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Acted as pod leader - oversaw 3 level artists and supervised them to push art quality and exceed expectations of art direction
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Built assets and level art using the Unreal 3 engine
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Created documentation of workflow pipelines for other artists
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Environment Artist, Eidos Interactive - Square Enix Sep 2012 – Aug 2015
Montreal, QC
Deux Ex Mankind Divided (PS4, Xbox One, PC)
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Responsible for building full maps using a PBR engine
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Developed organic and inorganic structures and environments
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Took ownership of the map and collaborated with level designers to problem-solve, troubleshoot and brainstorm new ideas
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Created new techniques to stay current and increase productivity
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CG Generalist, Goldtooth Creative Agency Apr 2012 – Sep 2012
Vancouver, BC
Forza Horizon and Batman Arkham Origins
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Created high resolution 3D assets (cinematics)
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Responsible for creating materials and textures for surfacing needs
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Rendered and lit assets using sIBL and Mental Ray
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Conducted experiments in Nuke for doing test composites
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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)
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Developed benchmark assets for both in house and external use
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Responsible for the vehicle creation workflow for RE:ORC
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Created modular buildings and sewer tile-sets
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Researched new software and techniques to stay current and increase productivity
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Vehicle Artist, Radical Entertainment Aug 2007 – Sep 2008
Vancouver, BC
Unannounced next gen title (PS3, X360, PC)
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Produced high resolution vehicles and weapon models for high-low normal map bakes on lower resolution meshes
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Supported the modular vehicle creation workflow
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Worked with Technical Director to rig and animate real-time damage for vehicles using blend shapes
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Provided art support for the environment team
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Associate Artist, Electronic Arts Canada Apr 2007 – Aug 2007
Vancouver, BC
EA Playground (Wii)
Need For Speed ProStreet (PSP)
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Collaborated closely with concept artists on texturing techniques
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Painted concept characters for unannounced NDS title
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Assisted with content creation to a wide range of SKUs
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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
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Fundamentals of 3D content creation
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Nominated for the 2007 Governor’s Award for Excellence
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Schoolwork featured in 2018 admissions brochure and multi-channel advertising of
Xplora Design Skool (India)
Van Arts Sep 2005 – Sep 2006
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Introduction to Maya and 3D art creation
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Comic Book Production
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Still Life and Life Drawing