Hard Surface Artist with 10+ years of experience creating and shipping production-ready assets for AAA games, VR, and real-time applications. Specialized in weapons, vehicles, props, and environments, with end-to-end expertise spanning concept interpretation, high-to-low poly modeling, texturing, optimization, and in-engine implementation. Experienced in delivering assets at scale while maintaining high visual quality, technical performance, and established art direction.
• Created and shipped 25+ Exotic and Legendary hard-surface weapons across five major Destiny 2 expansions: The Witch Queen, Lightfall, The Final Shape, The Edge of Fate, and Renegades
• Owned weapon assets end-to-end from concept interpretation through final in-engine implementation, independently executing high-poly modeling, low-poly construction, UVs, baking, materials, shaders, and final integration
• Translated 2D concepts into detailed hard-surface weapons, maintaining proportion, form, silhouette, visual language, and gameplay functionality
• Designed and implemented weapon shaders, material effects, and animations to reinforce weapon identity, material definition, and gameplay readability
• Optimized weapon assets for real-time performance and memory budgets, balancing geometric detail, topology, texture layouts, and material complexity
• Partnered with the Rewards team to establish 3D content standards and quality expectations, contributing pipeline improvements that increased consistency and production efficiency
• Collaborated with Art Leads, Concept Artists, FX Artists, Animators, and Programmers to resolve visual and technical challenges throughout weapon development
• Provided peer feedback and work-in-progress critique while authoring workflow tutorials and technical documentation to share best practices across the team
• Created and retouched 3D assets and materials for web-based real-time applications and photorealistic product rendering
• Refined asset creation workflows to improve production efficiency while maintaining quality, accuracy, and visual consistency
• Created and optimized environments and production-ready assets for Meta Quest VR, balancing visual fidelity with platform performance requirements
• Modeled and sculpted environment assets supporting project-specific visual styles, interactive elements, and gameplay experiences, while collaborating with clients and cross-functional teams through final production
• Managed a team of 10+ outsource artists, coordinating deliverables, production schedules, and quality standards
• Reviewed and approved 20+ assets daily, providing feedback to align work with technical constraints and established art direction
• Developed and optimized real-time content workflows, identifying opportunities to improve production efficiency
• Created outsourcing documentation, production guidelines, and tutorials to establish consistent workflows and reduce revision time
• Translated concept art into production-ready vehicle models and textures while meeting schedule, budget, and technical requirements
• Modeled and textured a detailed sports car interior and exterior for VR, using extensive real-world reference to achieve accurate materials and proportions; showcased at GDC with SprintR VR technology
• Developed original designs focused on form, proportion, and silhouette to create distinctive 3D assets
• Translated approved concepts into production-ready hard-surface models through the high-to-low poly workflow, maintaining established art direction and visual style
• Solved complex modeling and optimization challenges across detailed props and organic assets while balancing visual fidelity and real-time requirements