I'm someone who enjoys constantly learning and improving, I enjoy the challenges of the games
industry, which offers endless opportunities to grow and develop my skills.
As an Environment Artist, I'm passionate about creating highly-detailed game environments,
achieving photorealistic results while managing project limitations to deliver the best possible
outcome.
In my spare time, I explore my creativity through various mediums such as watercolor and oil
painting, photography, and music. Some of my favorite games include Battlefield, RD2, God of
War, Minecraft, Grand Theft Auto, Destiny, Stray, Ghost of Tsushima, and Abzu - all of which
inspire me to push the boundaries of what's possible in game development.
I was tasked with creating several levels for a scooter simulation game. I several tools for blender and shaders in unity that would help with optimziation and speed up the process.
My main tasks were to create an open world city, make a series of WebGL oriented interiors, optimizing levels done by previous artists as well as modelling and texturing assets.
I was tasked with designing a series of levels and environments from concept to final with minimal direction.
I had several tasks such as: creating and texturing 3D buildings, structures, props, level design, basic lighting, and creating shader graph materials.
I created several hand-painted asset packs, optimize the textures, hand-paint them and, in some cases, create their colliders.
During my time, I was also tasked with designing and sculpting high fidelity meshes for 3D printing purposes.
Worked as a 3D Environment Artist for the upcoming game Lost Day.
I built and textured everything from props, structures, cliffs and terrains. I also designed the towns layouts and landmarks.
Worked with a team of designers to create, environments, arhiviz scenes, props and structures for a few of their projects.
I worked as a freelance 3D environment Artist on the mobile game Rogue Agents. I built and textured a variety of structures and worked closely on the level design of each map.