January 2019
Wolf rig created for my master’s thesis, Comparative Rigging in a Game Environment. Wolves are the primary antagonist in a theoretical tower-defense game.
Design, modeling, rigging, and animation done by me.
January 2019
Rabbit rig created for my master’s thesis, Comparative Rigging in a Game Environment. Rabbits are the assets that have to be protected in a theoretical tower-defense game.
Design, modeling, rigging, and animation done by me.
April 2018
As a 3D Artist/Designer at EA, I worked collaboratively with teammates to concept, create, and deliver mobile performance-based marketing (PBM) on a monthly cadence in a live-service environment. I posed and rendered game characters in Unity, as well as provided paint over to improve character fidelity, in alignment with an established brand style.
October 2017
As a 3D Artist/Designer at EA, I created this image to be used in a promotional post on The Sims 4’s official blog. I customized the environment and characters in The Sims Mobile build, basing the likenesses on The Sims Mobile dev team members. I rendered the image from the game build and provided additional paint over to improve fidelity. See original blog post here.
January 2017
As part of the performance-based marketing (PBM) work I created as a 3D Artist/Designer at EA, I posed and rendered NFL players in Maya using Mental Ray, and provided paint over to improve character fidelity. This work was done collaboratively with teammates and included conception and creation for monthly campaigns, in alignment with established brand style.
2016
These interstitials appeared in the game, enticing players to take the desired action. I worked collaboratively with teammates at EA to concept, create, and delivered these on a live service timeline. I rigged, posed, lit, and rendered game characters in Maya using Mental Ray, as well as provided paint over to improve character fidelity, and incorporated copy in alignment with an established in-game style.
September 2016
For these performance-based marketing (PBM) ads, I posed and rendered NBA players in Maya using Mental Ray, adjusted skin weights and textures, as well as provided paint over to improve character fidelity, in alignment with established brand style. These executions were a collaborative effort with my design team and our LA-based copywriter, as part of monthly campaigns which promoted the game to new and existing players.
April 2015
I created this room concept based on a game about an 8-year-old girl’s adventures with her plush dinosaur, Darrin, which I also art directed. All modeling, texturing, and lighting were created by me, rendered with Mental Ray in Maya.
December 2014
I created this creature concept based on the shape-shifting water spirit of Scottish lore. All modeling, texturing, and lighting were created by me, rendered with Mental Ray in Maya. 10.5k polygons.
December 2013
For this lip sync to audio, I used the Morpheus Rig by Josh Burton to create a scene from Dr. Strangelove Or: How I Learned to Stop Worrying and Love the Bomb via the 11 Second Club.
December 2013
The rig set up and skinning was done by me, with mesh courtesy of Brandon Condit.
December 2013
These walk and run animation cycles were created as part of a study I did on quadruped motion. Wolf rig courtesy of Raf Anzovin.
August 2013
This is a character turnaround I created based on the Shikapolis Project by Jazno Francoeur. The project included character profiles and histories on which I based my designs.