As the Lead & Principal Environment Artist at Cold Iron Studios I have the honor of leading a talented team of environment artists, world builders/level designers, and lighting artists. I oversee the creation of props, architecture, and terrain, and textures/materials, in UE4, across the internal environment team and with external development partners. I own the team processes and environment production planning. I drive the scoping work for on time milestone deliveries with production and directors. As the lead I am the domain expert and point of contact for cross-department communication. I collaborate daily with the studio directors, team leads, engineers, production, art outsource director, QA, designers and external vendors to layout gameplay spaces, from whitebox through final set dressing, lighting, polish and optimizations. I work closely with the Art Director to help drive the art vision for the game to balance visual and gameplay goals and I am responsible for the final environment art quality. I also have the following responsibilities: direct people management, career mentorship, and hiring. I am a servant leader, humble and eager to mentor other team members, learn, and lead with empathy and humility.
The following images are from live content in Aliens Fireteam. I was responsible for the final room set dressing, vignette & scene composition, lighting block out, performance optimizations for next gen and last gen consoles. That said, all of the rooms and kits were collaborative efforts from years of development with current and former Cold Iron Studio artists. Credit goes to the launch team: Nick Quackenbush, Rogelio Delgado, Konrad Beerbaum, Leif Estes, Dana Loud, Jeff Miller and Jon Marchand. Special thanks to Timothy Sanchez, Carrie Sloane, Baro Park. Shout out to our external partners and specifically to Jacob Hottle and Matthew Tinari and the efforts of Valkyrie Entertainment on their work on the Hive!
The following images are from live content in Aliens Fireteam. I was responsible for the final room set dressing, vignette & scene composition, lighting block out, performance optimizations for next gen and last gen consoles. That said, all of the rooms and kits were collaborative efforts from years of development with current and former Cold Iron Studio artists. Credit goes to the launch team: Nick Quackenbush, Rogelio Delgado, Konrad Beerbaum, Leif Estes, Dana Loud, Jeff Miller and Jon Marchand. Special thanks to Timothy Sanchez, Carrie Sloane, Baro Park. Shout out to our external partners and specifically to Jacob Hottle and Matthew Tinari and the efforts of Valkyrie Entertainment on their work on the Hive!