Material & Technical Artist with a background in hard-surface modeling & texturing for games. Previously the sole material artist at Tripwire Interactive on Killing Floor 3. I worked alongside artists and art direction to author textures and create materials that helped bring the world to life.
Sole Material Artist responsible for managing & maintaining our material library & pipeline for all artists. Ensuring that each material was set up properly for our pipeline.
Built the glass and ice materials that are used throughout the game. Collaborated with art direction and artists to make sure that materials were user-friendly, performant, and supported the artistic vision for the game.
Responsible for modeling & texturing military aircraft, vehicles, & various machinery used in real-time rendered training simulations.
Authored tiling textures for our Substance Painter material library and studied different types of hard-surface modeling workflows with other artists on the team to determine best practices for modeling and texturing for real-time rendering on mobile devices.