I have the opportunity to collaborate with industry legend John Romero as an Associate Art Director, where I guide a talented art team in creating high-quality visual content and elevate brand identity through strategic design.
In my role as Associate Art Director, I have been instrumental in building and shaping the art department, enhancing communication across departments to ensure smooth collaboration. I gather essential information for feature planning, connecting the right people internally to streamline processes. My duties extend to hiring key members of the art team, representing our department in stakeholder meetings with publishers, and making critical decisions that balance performance needs with team morale and efficiency.
Achievements:
- Built and established the art department, improving cross-department communication for better project alignment
-Collected and organized key information for feature planning, effectively connecting internal teams
- Made strategic decisions with a focus on performance optimization and maintaining a positive, productive team environment
Freelancing /Consulting / 3d Production
TBA
TBA
- leading and supporting a team of 8-10 people
- building a strong team of international people and maintaining a open door policy within a trusted environment
- involved into hiring, interview and negotiaction talks
- mentorship of my team individuals (junior to senior level)
- building a production pipeline for the art department (sci fi game)
- implementing custom shaders for props, environments, decals and hero props leading to a internal material library
- reviews and feedback loops, problem solving on a daily basis
- asset creation
AAA asset and environment creation for a big IP.
- Unreal 5 implementation of complex meshes, shaders and environments
- building next gen assets such as props, weapons, pickups and environments
- building materials and shaders in Unreal for texture swapping or other functionalities
- research new workflows and pipelines and share outcomes
- heavy texture and materials research
TBA
Created guidelines for the global 3d department covering Germany and Indian office including external team partners. Worked on many internal processes like hiring, career path definition, artists responsibilities and project development pipelines. Covered mentorships and training videos for internal and external partners and gave support to company wide artists.
Working in the 3d production team and set guidelines & workflows for other artists to be more efficient in time management and deliveries. Also creating levels and textures in a stylized look & feel.
TBA
At Realworld-One I'm responsible for guidelines, role definition, mentoring other artists and defining standards during production. Also I connected many departments and collaborated with outsourcing partners and many projects.
As Freelance 3D Artist I created weapons, props and hero assets in AAA quality for Sons of the Forest which will release in 2022. Unity was a great part of the creation process.
Worked on technical documentation to estimate polycounts for weapon assets.
As Freelance Artist I had the opportunity to create props for Valorant in a very unique art-style.
As a Senir Hard-Surface Artist I was responsible to build up the weapons & props department. Leading other artists and providing guidelines, workflows and processes for a effective production.
Also I set the bar of quality in pre-production to production which included feedback /review loops and communication with outsourcing partners.
I connected the technical department to be able to transfer the needs of technical requirements for Suicide Squad. Leading and mentoring other artists was a great part of the daily work as well as creating assets & props.
Created weapons for Halo Infinite. Work included baking and retopology of assets
- modeling
- baking
- texturing
- Unreal Rendering
- scene building
- creating props
Created high quality weapons with inner parts focused on details for Unity VR. Weapons were created based on real world references and were set-up to be animated.
Shipped several web, mobile games and worked on Unreal prototype development. Supported teams with workflows & pipelines to achieve high quality & efficiency during production. Helped defining visual styles and look development. Work included hand painted textures and stylized meshes.
Created several RPG weapons and props.
Shipped several mobile and browser games. Level creation, props and hero asset creation within AAA standards - including Unity and Zbrush work.
Level creation for Flash/WebGL and texturing + light baking environments.
Created level optimization, added layer shaders and optimized assets. Props creation and navigation mesh creation
Worked on environments, lods and optimization tasks. Documented and created folder structures for project related assets & produced marketing screenshots