▪ Established the art style and technical approach for a stylized creature collection game, defining sculpting language, shape design, and shader solutions.
▪ Collaborated with concept artists to refine visual fidelity, documenting best practices and evaluating AI tools to enhance efficiency in a Unity-based pipeline.
▪ Developed and maintained the hard surface character pipeline for the Warhammer IP in Unreal Engine 5, setting artistic standards and documentation from project inception.
▪ Designed and tested customization workflows for modular assets, proposing solutions for scalable content creation.
▪ Reworked existing character models for artistic and technical fidelity, delivering solutions for real-time performance constraints.
▪ Led shader prototyping efforts and authored R&D documentation for internal teams.
▪ Led creature development for Star Wars: Knights of the Old Republic Remake, establishing visual and technical standards, delivering high-fidelity boss-tier assets, and designing proxies for outsourcing that reduced feedback cycles by ~20%.
▪ Supported early facial modeling tasks using a FACS-based facial system, refining shapes for high-quality in-game facial rigs.
▪ Authored internal documentation and shared resources for the creature pipeline, presenting workflows and best practices to the broader character team.
▪ Created all character proxies for Vicious Circle, enabling early problem-solving in animation, design, and silhouette before final modeling began.
▪ Proposed and visualized a new stylized art direction by presenting 3D sketches and concept targets, which directly led to a team-wide pivot from realism to a more cohesive stylized aesthetic.
▪ Delivered 6 final characters, including sculpting, texturing, shading, and exposing animation-driven parameters for use in engine.
▪ Developed FX-focused shaders such as holograms and scrolling textures to support gameplay clarity and style.
▪ Collaborated with the environment team to produce organic assets, including tiling texture maps and modular "tumor" props, with matching shader support.
▪ Authored technical documentation and visual guides for outsourcing partners and internal onboarding.
▪ Partnered with design to implement a dynamic dye system supporting 40+ color variants across multiple mesh configurations.
▪ Led R&D for character asset workflows, identifying and proposing scalable solutions to improve performance, customization, and production speed.
▪ Designed and implemented a modular layered material system, reducing texture memory usage and enabling broad character variation through parameterized material blending.
▪ Authored 30+ core materials and shader functions forming the foundation of the character pipeline, adopted and extended by multiple departments.
▪ Created detailed documentation and onboarding guides to support internal adoption, new hires, and external vendors.
▪ Modeled weapons, outfits, and major boss characters, often owning high-visibility content and setting benchmarks for asset quality and technical implementation.
▪ Modeled and implemented creatures, weapons, and mounts for WildStar, with a focus on visual clarity and modularity.
▪ Led the integration of armor across 7 player races, ensuring consistency in deformation and texture fidelity.
▪ Owned the optimization and finalization of 120+ player hair assets, refining the baking and texturing pipeline to improve quality and significantly reduce turnaround time; consistently delivered ahead of schedule on a complex, high-volume task.
▪ Assisted with modeling and texturing of creature and weapon assets during production pushes, helping the team stay on schedule.