A versatile 3D Character Artist with a decade of experience creating characters across two shipped titles and two unreleased ones, preceded by six years as a graphic designer. I bring a trained eye for color, composition, and silhouette to the technical side of the craft, along with experience collaborating across disciplines, public speaking, mentoring, and managing outsourced art.
On Psychonauts 2, was responsible roughly half of the game's 120 characters in, taking them from sculpting through the final in-game models, polished textures and materials, and rigging for several characters.
On Kiln, contributed to multiple areas of development — character creation and customization, technical art, character rigging, 3D art, and pot glazes — and was responsible for the majority of the special attack models, textures, and custom rigs, in addition to being part of the team that set up more than 20 rigs to fit the range of sizes and personalities the pots could take.
Within Kiln, also created the shopkeeper character, Slip, and Potty from existing concept designs, including modeling, texturing, and custom rigging, along with an extensive library of pot attachment assets, a variety of environment assets, sculptures, 3D backgrounds, and asset implementation in Unreal Engine.
Created several characters for a shelved, unannounced title, designed characters for Armored Slug (one of Double Fine's two-week game prototypes), and created dozens more for another unannounced two-week prototype.
Contributed by creating characters and assets for Dev Central, a shared library for faster developer prototyping.