3D Character Artist with 9 years of industry experience as a 3D Artist, using software such as 3D Studio Max, ZBrush, and Adobe Photoshop. I currently work as a Senior 3D Content Modeler/ Character Artist for The Henry M. Jackson Foundation for the Advancement of Military Medication in Silver Springs, MD. We have a large-scale simulator called the WAVE (Wide Area Virtual Environment) that is designed to train medical teams in battlefield and natural-disaster scenarios. My responsibilities include concept design of the scenarios, modeling and sculpting, and working with the developers to program the scenarios. I lead diverse medical teams through tours and run the simulations for them. It’s a rewarding position to see how the students learn with the simulator and how real they believe the scenarios look. We even have a machine that simulates smells for the students.
In previous jobs, I have received similar modeling and sculpting experience. Working for HeroEngine I created an entire stock library of models to be downloaded by users of the gaming engine. For Lake Effect Applications I created characters, vehicles, weapons, and environments for the ISO 3D game application.
I received my bachelor’s degree from the Art Institute of Washington in 3D Modeling and Animation in 2009.
The Val G. Hemming Simulation Center is a world leader in development and application of medical simulation programs. The SimCenter is part of the Uniformed Services University of the Health Sciences (USUHS). The Wide Area Virtual Environment, or WAVE, is a large-scale simulator designed to train medical teams in battlefield and natural-disaster scenarios. Three-dimensional images displayed on three vertical screens immerse viewers in a virtual setting.
In a team of three 3D Artists my responsibilities include:
• Model and texture 3D assets, including photo real backgrounds, sets, buildings, vehicles, terrain, and characters
• Assist in defining the 3D modeling and animation workflow for the VMELab.
• Provide feedback in the development of 3D modeling and animation tools for use in the WAVE render environment
• Assist in the transport and setup of simulator equipment at off site locations for training or exhibiting purposes
Idea Fabrik Plc, develops HeroEngine, a server platform for developing, deploying, and monetizing virtual worlds and massively multiplayer online (MMO) games which it licenses to more than two dozen companies.
As HeroEngine’s sole artist, I was in charge of creating game-ready 3D assets for HeroEngine’s in engine store. I conceptualized models such as characters, vehicles, and environments, and then built them, seeing all projects to completion; projects being created by myself and others assigned by upper management.
• Develop original characters and creative concepts
• Schedule production timelines
• Expert in 3D asset production and organization (models include characters, accessories, vehicles, environments)
• Responsible for keep all assets to the highest quality and performance level
• Answer technical questions from users, and participating in company wide planning and service up-grades
• Production process includes: 2D concepts and revisions; base modeling in 3D Studio Max; creating high poly assets in ZBrush; high resolution sculpting and low resolution modeling; map baking in 3D Studio Max and map texturing in ZBrush and Photoshop; character Rigging
Lake Effect Applications, LLC, a small start up company founded in 2010, creates exceptional mobile experiences for core gamers.
As Lake Effect’s lead artist, I was in charge of small team (4 artists including myself) and collaborating with management to ensure highest quality productions while meeting tight deadlines. I had to balance my roles as team leader, lead artist, and liaison between art team and management. While at Lake Effect I collaborated in the production, from conception to initial launch, of the ISO game Trigger First.
Trigger Fist ISO Application
triggerfist.com App Store - itunes.apple.com/us/app/trigger-fist/id531184261
• Develop original characters and creative concepts
• Schedule production timelines
• Expert in 3D asset production and organization (models include characters, accessories,
vehicles, environments)
• Map bakes in 3D Studio Max and texture maps in ZBrush and Photoshop
• High resolution sculpting, low resolution modeling, and LOD creation
• Light environments in Unity 3D, generate high quality light maps, lay out light probes,
and bake light probes
• Create physics meshes, navigation meshes, and bake navigation meshes
• Place climb zones and place spawn points
• Find sound FX’s for environments and other game sounds
• Play test for functionality, usability, and programming
DigiGraph Media, LCC, founded in 1998, is a creative solution company that provides art and design services for advertising, marketing, and promotional campaigns.
While working at DigiGraph Media I collaborated with a small team of 5 artists to develop 3D shorts of Medal of Honor recipient citations for the US Army Museum exhibit. My role was creating the characters, accessories, vehicles, and environments models or the animated sequences.
• Design 3D models such as characters, accessories and vehicles
• Create realistic textures for models
• Use photo references to sculpt realistic likenesses of the Medal of Honor recipients
• Work with historians to create historically accurate models, and additional research to make animations realistic
• Map bakes in 3D Studio Max and texture maps in ZBrush and Photoshop
• Set up scene layouts and conceptual planning
• Timely execution of projects
• Work in a team atmosphere to create cohesive animations