3D hard surface artist - guns/props/vehicles -
Prop artist on a PSVR title.
After being promoted to a Senior, my main responsibilities was to review outsource assets and give relevant feedback, in addition to other feedback to the inhouse props team.
My time as a prop artist has been very varied while at Foundry 42. I’ve spent most of my time helping with the ship component pipeline, such as power plants and cooling units, however, I have also worked on a ship weapon, and other smaller props.
My role was based around hard surface work, from weapons and props to vehicles.
The assets ranged from real world objects and concept pieces done by our artists. All assets were taken from high poly to low poly by myself and each piece also needed a PBR pass.
Each asset has a full LOD pass and was always checked ingame for material errors etc.
While working at Evolution Studios I was part of both the Environment and Character teams on Driveclub for the Playstation 4.
As an Environment artist I was given a number of responsibilities such as, creating structures for multiply locations which included texture creation and LODs.
On the character team I was responsible for creating all the ingame wide life, ranging from birds to static animals such as horses and sheep. I have also created new clothing for the crowd assets, and a number of new clothing items for the drivers.
This role was based on finding bugs in games and recording the steps required to repeat the issues.
While working on GTA : Chinatown Wars my role as an artist was split between a vehicle artist and being responsible for three sections of cityscape. The vehicles triangle count ranged from anywhere from 100 to 500, and each section of the city had to be rebuilt and retextured.
(College placement) - My major set of tasks here was to model track information by using a loft system within 3D Studio Max. I was also tasked with populating the game world, this was done by watching many videos and looking into images of the track sections.