I am a hard-surface 3D artist with over a decade of AAA game industry experience. I specialize in view model and hero assets. I have created vehicles, weapons, and equipment for the Call of Duty and Battlefield franchises taking place over a variety of eras and am creating a variety of weapons and items for a new IP with BulletFarm. I've built pipelines and workflows from the ground up, created asset lists with projected timelines and prioritization, and champion rapid prototyping. I also specialize in high/low poly modeling, texturing, conceptualizing, and utilizing PBR workflows. In addition, I am a skilled people leader, mentor, and collaborator across teams and studios.
Previously, I served 13 years in the United States Army and earned the rank of Sargent. I was a mechanic and crew chief for the 1-147th's UH-60M Blackhawk helicopter unit for six years in the Wisconsin National Guard and served four years as a full-time civilian helicopter mechanic supporting the 1-147th's Blackhawk fleet.
Coordinated hard-surface, weapon, and vehicle efforts across multiple studios within the Battlefield franchise. Identified hard-surface needs for campaign and worked closely with design to call out priorities and game-play needs. Created asset lists and projected time estimates for production planning and backlogs. Collaborated with sister studios to find solutions to use all assets economically across the different game-modes, taking performance and technical limitations into account.
I started off with the environment teams working on level specific assets and models as an intern. Once I moved into a full-time position, I was brought over to the asset team where I've been busy creating lots of art, including hero assets, vehicles, various props, and some character work. I've also had the opportunity to create concepts for many of the assets I've created. I'm always striving to expand my knowledge base and incorporate new techniques and skills into my arsenal.