Irvine, California, United States
• Crafting visually compelling game worlds while filling in the blanks for Art and Design
• Helping spearhead overall metrics for scale and feel. Doorways, stairs, elevation changes, verticality, and rhythm between intimate / breathable spaces.
• Lighting, terrain sculpting, BSP, Nanite, Lumen, metrics knowledge and experience.
• Utilizing Maya alongside Unreal Engine to help get my team simple custom assets/UCX collision we need quickly without clogging the ENV ART pipeline.
• Authoring foundational building blocks, such as proxy meshes, white box materials, world metrics, and asset collections for the team.
• Problem-solving both artistic and technical aspects of world building, such as lighting, atmosphere, collision, navmesh, player flow, storytelling, pacing, composition, and performance.
• Striking a balance between concept art and game-play needs, and the conflicting goals those two sometimes introduce.
• Being a Team Player: Collaborating with numerous teams, taking pressure off leadership, being proactive in communication, validating and listening to others, giving constructive feedback, and supporting the studio as a whole.
• Seeking to constantly grow on both design and art fronts.