My main area of focus is working with a small art team to build a customizable avatar system for the studio's unannounced new IP. Providing the player a full range of body types, facial features and identities is a high priority, so there's quite a bit of problem solving, style experimentation and collaboration on our team.
I've created several base bodies for testing, along with outfits and hairstyles. Working with the character art director, I've also helped explore a range of styles through sculpts and paintovers.
As a freelance artist I've been creating cosmetic items for Valve titles (Counter Strike 2, Dota 2) through the Steam Workshop, mainly character art, concept art, custom texture work and illustrations since 2010, both as personal work and full-time.
Additionally, I've worked as a contract artist for Valve for Dota 2, Dota Underlords and Counter Strike: Global Offensive for numerous projects over the years as well as character art for various indie studios such as Ivy Road and Strange Scaffold.
Produced character, environment, and concept art for an unannounced project.
I created in-game models, textures, materials, and high
poly models. I've also been responsible for creating color variation skins for characters, head customizations, some marketing screenshots, model re-working/retexturing, and optimization of a wide variety of assets in both Borderlands 2 and Aliens: Colonial Marines.
I also did some character work for Battleborn during its early production.
My first job in the video games industry, I worked with the id Tech 5 engine's megatexture editor to create realistic and unique terrain and foliage throughout the game RAGE.