I was the lead artist at a studio called Banjo Digital. During that job I was in charge of the art direction on a variety of projects ranging from simple snapchat filters to complex full VR environments. Everything was made with an eye towards performance on the platform it was launching on, without sacrificing quality.
Maya, Silo, Zbrush, Substance Painter, and Substance Designer.
Engine used: Unity
I was the lead artist on a side-scrolling Castlevania-like game a programmer friend was trying to pitch. We had only a few months to put together the level, during which I modeled, textured and lit this environment and it’s props.
Maya, Silo, Zbrush, and Substance Painter
Video game projects and personal work I’ve made in the past for Unity projects.
Maya, Silo, Zbrush, and Photoshop.
I was the lead 3d artist on Threshold Run, which was going to a mobile game built in Unity for the iPhone before it was canceled.
I modeled and textured dozens of vehicles and buildings/props for the project. The art and textures had to be simple, as there were going to be a lot of assets on the screen.
Every vehicle and building took 1 day to model and 1 day to texture each. The buildings have between 1-2 256 diffuse/normal textures, and the vehicles have 1 diffuse/normal/specular texture. They are each all 2000 polys and below.