3D Character artist. Currently multi-classing into the starving spec tree.
Generate game-ready models meeting the various resource limitations.
Skin and rig all character models utilizing custom rigs; preparing them for animation.
Sculpt static and animated characters in Zbrush using limited reference material.
Author all accompanying textures for character models and environment pieces using Adobe Photoshop, xNormal, and Marmoset Toolbag.
Create minor environment pieces emphasizing efficient UV spacing.
Telecommute and work independently off-site while maintaining regular communication with the team via daily emails and weekly online meetings.
Test Bethesda’s Launcher, eCommerce website and community forums.
Utilize Hansoft to log and track hundreds of bugs every week.
Test newly implemented features and fixes across several environments to ensure smooth transition into production.
Use flexible and creative testing methods to catch obscure bugs.
Communicate frequently and efficiently with the team to maximize productivity.
Generate game-ready 3D models meeting the strict, resource limitations.
Skin and rig non-bipedal creatures and create simple looping animations in 3D Studio Max.
Create the concept and final, public iteration of Bruxes Studio’s logo using Adobe Illustrator.
Conceptualize and illustrate the skybox and 2D environment pieces for two scenes of Bruxes Studio’s interactive visualizer; meant to enhance the user’s exercising experience through ‘gamification’
Perform duties independently and off-site; keeping to strict deadlines and frequent online communication.