I am an artist with 13+ years of experience in the game industry, plus a Bachelor's degree in Game Art and Design. I have worked on 12 released titles and a handful of unreleased. Currently I am a Senior Environment Artist at Sunblink Entertainment.
Previously, I worked as Senior 3D Artist at Mitosis Games, and before that I worked for nearly 7 years at Backflip Studios on a wide variety of projects, including the majority of my time being the primary environment artist on the live ops team for the top grossing mobile game DragonVale.
Being a small startup working on two very different types of mobile games, I had a wide variety of tasks and had to (quickly) adapt to regularly changing/evolving tasks and pipelines. These included:
- Creating 3D assets (both environment and characters as needed)
- Implementing all art assets into Unity and working alongside another artist to create all our scenes. For one game this involved 3D art, the other 2D sprites.
- Art polish across all assets coming in from contractors to keep everything cohesive
- Helping provide feedback for contractors and working closely with the Art Director to establish the look of our games and make sure we were reaching a high quality level given our budget
- Creating concepts, lightmapping, art optimizations, file organization, planning/scheduling, and anything that came up during our pipeline that needed to be handled
I worked remotely as an environment artist on the DragonVale live update team from the time it launched to over 5 years total, much of which as the primary 3D environment artist on the game. I also contributed art to many of Backflip's other games over the years, and eventually ended up on the character team for DragonVale World where I created 3D dragons.
Games I've worked on (in chronological order):
DragonVale World
D&D mobile (unreleased)
Epic Island
SpellFall
Dwarven Den
Gizmonauts
Ragdoll Blaster 3
Papertoss 2.0
DragonVale
Army of Darkness: Defense
I was responsible for modeling and texturing low poly environmental assets for use in our games.
My role involved creating environmental assets using a realistic style.