19+ years of AAA games industry experience
Shipped Games/DLC:
Arc Raiders
Ire: A Prologue
Halo Infinite
Mirror's Edge Catalyst
Battlefield 4
Medal of Honor: Warfighter (Unintended Consequences)
Battlefield 3: Armored Kill
Battlefield 3: Close Quarters
Battlefield 3
Need for Speed: Hot Pursuit
Battlefield: Bad Company 2
Battlefield: Bad Company
Specialties:
Environment Art/Level Art
Technical Art
Multiplayer
Materials/Shaders
Terrain
Unreal Engine
UI/UX design
Blender
Photoshop
Substance
- Ire: A Prologue
And 2 unannounced projects
Focusing on workflows and tools for the studio.
Halo Infinite
Slipspace Engine
Multiple areas of ownership.
Workflow/Tech lead for (primarily) the Environment Art team, but a lot of workflows/features cross into other disciplines.
Designing and driving development of several key tool, systems and features to enable Halo Infinite, most notable:
- Spec control system (Content scalability for multi-platform)
- Terrain system (in editor WYSIWYG sculpting, materials, ground cover integration etc.)
- HLODs
- Mask Painting (per instance paintable variation)
- Kits (Slipspace version of prefabs/blueprint)
- Various debug tools (object validation, memory, diskspace and performance etc)
- Release tracker (multibranch, content stripping and tracking)
- Internal toolset UX overhaul to unify and simplify content creating/editing.
- Node graph editor supporting several systems (terrain system, shaders, animation, lighting etc),
- Unified wind system
and much more
Helping to optimizing performance/memory for all platforms, most notable:
-optimizing and tuning all ground cover on all platforms for campaign to run withing their performance targets
-analyzing performance captures to find opportunities for improvements
and more
Spec Control (Content scalability for multi-platform)
I was part of designing and driving scalability features most scalable content systems.
It included tuning majority of systems, analyzing performance impact, visual quality testing, education/documentation, sign offs etc
Mirror's Edge: Catalyst
Managed all environment artists on the project, as well as creating content, both 2d and 3d.
Giving feedback, helping artist to grow, having an overview of the work being done and keeping track of dependencies. Planning the level work for milestones and finished product. Making sure we execute on the art direction on quality, on time. As well as checking that we stay within our memory and performance targets. Finding technical solutions for limitations as well as creating guidelines for content creation. Working close to both our technical art director and software engineers.
Battlefield 4 (2013)
Medal of Honor: Warfighter (Unintended Consequences) (2012)
Battlefield 3: Armored Kill (2012)
Battlefield 3: Close Quarters (2012)
Creating realistic environments; layout, terrain, object placement, lighting, vegetation etc.
Creating and texturing props. Advanced node based shader-networks.
Workflow improvements, tutoring, feedback, R/D.
Analyzing, tracking and managing performance and memory on all platforms.
Battlefield 3 (2011)
Need for Speed: Hot Pursuit (2010)
Battlefield: Bad Company 2 (2010)
Battlefield: Bad Company (2008)
Creating realistic environments; layout, terrain, object placement, lighting, vegetation etc.
Creating and texturing props. Advanced node based shader-networks.
Analyzing, tracking and managing performance and memory on all platforms.