
About
8+ years of industry experience working on multiple titles including iconic franchises like Forza Motorsport and Battlefield!
I specialize in vegetation and photogrammetry, interested in working alongside other creative and passionate individuals to create high quality biomes and immersive game play experiences. I am an organized & detail oriented individual focused on deep collaboration and clear communication with plenty of experience working with global teams to create effective long-term plans, execute on objectives and improve workflows.
Key Skills
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3D asset and PBR texture creation for next generation platforms, specializing in vegetation and biomes
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Photogrammetry for organic and hard surface assets to create photorealistic asset libraries and digital doubles of existing real world locations
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Set decoration and world building to drive storytelling and narrative
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Strong communication and organizational skills. Extensive collaboration with tech art and procedural teams to test and implement tools for artists. Experience with providing artistic feedback to external art teams and creating documentation to guide artistic vision, visual and performance targets.
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Proprietary and third party engine and tool experience
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Avid gamer with a passion for creating deep and immersive experiences
Software Knowledge
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Autodesk 3Ds Max & Autodesk Maya
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Adobe Photoshop
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SpeedTree
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Reality Capture & Agisoft Metashape
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Substance Painter & Substance Designer
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Houdini
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Frostbite Engine / Unreal Engine 4
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Perforce / Jira / Shotgrid
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Confluence / Miro

Lead Vegetation Artist
Mar 2024 - Present | Ripple Effect Studios (Full-time)
Aug 2022 - Mar 2024 | Ridgeline Games (Full-time)
Battlefield
Work Experience
Lead Vegetation Artist on Battlefield's Single-player experience
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Built the single-player vegetation team. Managed and mentored other vegetation artists.
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Managed the scope and production planning of vegetation asset lists for internal and external artists.
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Improved collaboration and coordination across the vegetation teams from multiple Battlefield Studios by implementing weekly meetings, agenda & feature development tracking and regular ‘tools’ training sessions to improve team knowledge and versatility.
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Extensive cross-studio, cross-timezone coordination with Battlefield partner studios DICE (Sweden) and Criterion (London)

3D Environment Artist
Mar 2020 - Aug 2022 | Turn10 Studios (Full-time)
Aug 2018 - Feb 2020 | Turn10 Studios (Contract via Randstad)
Forza Motorsport (Xbox Series X/S, PC)
Lookdev R&D
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Pre-production development and research for next generation platforms, collaborating with Look development, Lighting and Cinematics teams to establish the visual target for future Motorsport releases, using industry leading workflows and technologies
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Established technical specifications and best practices across a variety of track assets for internal artists and vendors.
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On-location track sourcing
Asset Production
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Creation of 3D assets and PBR textures for next generation platforms, specializing in vegetation assets and pipeline
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Photogrammetry for organic and hard surface assets. Creation of digital doubles of existing real world locations and establishment of an internal library of photorealistic assets.
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Set decoration and worldbuilding
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Polish and optimization of internal and vendor assets for proprietary and third party engine
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Management and training of internal artists on vegetation and engine pipelines
Tools and Pipeline Development
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Together with our procedural team, developed new tools within Houdini and Substance to improve photogrammetry and biome workflows.
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Documenting art pipeline improvements, liaising with Tech Art and Tools teams to implement and test procedural tool integration with our proprietary engine
Outsourcing Support
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Production estimates
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Reference and resource gathering for vendors to support SoW deliverables
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Daily feedback on vendor submissions to ensure expected quality and performance requirements
Associate 3D Environment Artist
April 2016 - Aug 2018 | Wargaming Seattle
Project Excalibur (Unannounced Title)
Responsibilities
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Full pipeline development for assets and maps from whitebox to polish phase, including tuning and optimization of vegetation, building and prop assets. Responsible for the creation of key hero buildings and destruction elements.
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Close coordination with Level Design teams to ensure art and gameplay remained compatible and readable.
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Cross-team collaboration to establish rulesets to accommodate varying gameplay and performance requirements.
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Provided daily feedback for OS vendors to ensure the delivery of high quality assets
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Documentation of workflows and systems for internal use
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Provided support onboarding interns and contract artists to our tools and workflow pipelines


3D Environment / Level Design Artist
Jan 2013 - Aug 2015 | Wander (Freelance)
Wander (PS4/PC)
Responsibilities
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Developed and implemented key gameplay assets
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Level design and set dressing for all major map regions
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Managed porting of all existing art assets from Unity to Cryengine as part of a engine transition initiative.
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Testing and optimization of gameplay and assets
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Presented in the Indie developer section at PAX Australia in 2013
Shipped Titles
Wander | PS4, PC
2015
Forza Motorsport | Xbox Series X/S, PC
2023
Resume
You can download my full resume in .pdf format here