3D Environment Artist with 7 years of experience across games, AR, and VFX — specializing in asset creation, material authoring, and real-time engine integration. I build optimized, high-quality visuals within strict performance budgets, collaborate closely with cross-functional teams, and mentor fellow artists to bring their creative visions to life.
· Building the environment prop library for Woodside, a third person horror game, modeling and texturing modular and unique architectural assets while leveraging Nanite to use more detailed meshes
· Built a vertex-paint material system with custom masks producing visual variants from a single texture set, cutting prop texture memory by roughly 30%
PAPER TRIANGLES — 3D Environment Artist / Generalist October 2022 – March 2026
· Built modular kits and tileable material libraries for licensed AR titles running on mobile hardware from low to high end devices, holding 60 fps across the range
· Established the hand-painted asset pipeline for Snapchat’s Promoted Places including spec, budgets, and naming conventions, which was adopted as the standard by the rest of the art team
· Authored procedural tileable materials in Substance Designer for various projects, working to a 1-2MB texture budget per experience
· Set dressed AR environments for readability on a phone screen, tuning density and sightlines so users could parse a space in seconds
· Shipped across photoreal, stylized, and hand-painted directions inside the same pipeline, often on shifting client briefs with 2 week turnarounds
Call of Duty Mobile — AR Interactive Experience
· Retopologized and textured hero vehicles and characters from 150k source tris down to 8-10k for Lens Studio, preserving silhouette and material response
· Tuned materials to read correctly under uncontrolled real-world AR lighting, setting the lighting spec other assets on the project were matched against
Assassin’s Creed: Origins — AR Infinite Runner
· Modeled and textured the 6 unique tileable modular sets carrying the runner’s full environment, matching the established Assassin’s Creed visual language
· Baked lightmaps for the full tileset within a 2MB memory ceiling, keeping lighting continuity consistent across procedurally assembled segments
· Built photoreal props and structures for an open-world environment, focused on material response and shadow fidelity under a shared world-lighting setup