
Environments
I was Lead Environment Artist on Creature Crew, a multiplayer ranch and pet VR game for the Quest 3 using Unreal 4. My responsibilities included:
-Developing the look and theme of the Hawaiian environment from beginning preproduction to final art.
-Managing confluence and documenting authoring and art guides.
-I was the sole World Builder for this game and set dressed the entire environment.
-Grayblocking environments and iterating with level designers.
-Modeling and texturing the entire terrain and minimap.
-Modeling and texturing many props, buildings, and vegetation to be used in the environment.
-Creating Maya and Photoshop templates for model and texture authoring for improved efficiency and speed.
-Using blueprints to create ambient movement in the scene, including birds, kites, and hanggliders.
-Material authoring in Unreal to improve unique materials such as the waterfalls, rivers, and ocean.
I did 95% of all environment models and 100% of the world building.

















































Modeling
Some of the models I did for the environment.








Materials
Graybox to Final









Blueprints - Ambient Movement

I did the material improvements for the ocean and river shader. In addition some of the materials I created in Substance Designer.
Some in-progress and final shots of the World Building I did.
Blueprints I created for adding animated assets to the world. These included flags, kites, birds, handgliders.
Preproduction - Planning - Confluence Guides - Concept Ref
Examples of Confluence pages I wrote and managed regarding build guides, art direction, ref sheets, concepts, standards and conventions.




Concept image I composited from game assets and screenshots and generative AI.

PureRef board I owned and managed.
