• World Building
• Set Dressing
• Environment Design
• Navmesh
• High and Low poly prop creation
• High poly to Low poly map extraction (Normal, Diffuse, Specular, Gloss/Roughness, Metalness)
• Next-Generation Pipeline using Physically based rendering, etc.
My responsibilities on the video game Hunt: Horror of the Gilded Age included:
• World Building
• Environment/Level Design
• Asset Optimization
• High and Low poly prop creation
• High poly to Low poly map extraction (Normal, Diffuse, Specular, Gloss/Roughness, Metalness)
• Next-Generation Pipeline using Physically based rendering, etc.
I worked closely with Tanner and the Game Textures team - www.gametextures.com - to create high quality, game-ready, tiling textures for video games.
• Create High quality, Tiling Textures that can be used in video games.
• Use High poly modelling to extract textures from (AO,Normals, Cavity, etc)
• Use nDo2 to create normal maps.
• Texture Design.
Work with various different clients to create high-quality assets for their projects, other responsibilities included:
• Create props for Mobile, PC, and Console games.
• Create levels for or Mobile, PC, and Console games.
• Create tiling textures and texture objects for Mobile, PC, and Console games.
My responsibilities as freelance for the game Devil's Third Included:
• Prop creation
• High poly to low poly map extraction (AO, Normal, Diffuse,Specular)
• Optimization of assets
• Close communication with Art Director
My responsibilities on the video game Warm Gun included:
• Optimization of Assets for Mobile Platforms
• Creation of Low poly models
• World Building
• Navmesh Creation
• High poly to low poly map extraction (AO, Normal, Diffuse, Specular)
My responsibilities on the video game inMomentum included:
• Asset Creation
• High and Low poly prop creation
• High poly to low poly map extraction (Normal, Diffuse, Specular, Gloss)