◾ Creative vision, art vision, initial product direction, and outsource management for hard-surface concept and 3D.
◾ Assist with creative and art foundations across all creative disciplines.
◾ Deep understanding of the genre opportunities and design needs. Identify narrative and creative opportunities that align with core genre and IP needs.
◾ Create processes to facilitate effective cross-team collaboration and alignment with design.
◾ Establish 6mo+ production timelines
◾ Create artistic benchmarks and pipelines that allow for rapid content creation at scale.
◾ Identify key hires internally and externally to scale our capabilities.
◾ Outsource management and vendor sourcing for Concept and 3D.
◾ Continue to work with VAL Art Directors in LAX and Singapore to scale their 3D capabilities.
◾ Foster and establish cross-product knowledge sharing and continuous craft development.
◾ Set the initial quality bar for VAL hard surface assets.
◾ Responsible for the Creative and Art Direction of Prime, Glitchpop, and Prelude to Chaos, three highly popular weapon skins.
◾ Lead and Art Direct skin lines from Concept to Audio to ensure a smooth production, high quality bar, and consistent collaboration.
◾ Create and define style guides, standardized scalable workflows, documentation, and development of new pipelines with project directors, outsource managers, engineering, and tech art.
◾ Train incoming artists, art leadership in Singapore, outsource managers, and external vendors. Provide feedback and guidance daily on external work. Reviewed over 600 weapon skins.
◾ Consistently evaluate our development process post-launch to identify key areas to refine production.
◾ Work together with Concept, Animation, FX, Audio, Production, and Design to define how assets function and interact with players, with a focus on ensuring the best player experience.
◾ Routinely evaluate and evolve the intersection of Art and Design through deep understanding of our design, genre, and player needs.
◾ Teach BFA: Props and Weapons for Games
◾ Responsible for mentorship and growth of 10-16 students. Created a 10 week course and industry relevant example assets to effectively teach students over the course of 10 weeks.
◾ Consistently received a 4.9/5.0 for quality of course from students.
◾ Create weapons, attachments, and equipment for Black Ops 3 DLC.
◾ Create optimized workflows and set the quality bar on the first weapon asset for Black Ops 4.
◾ Responsible for modeling, texturing, rigging, and concepting when needed.
◾ Introduced new pipelines that allowed for faster iteration and asset creation.
◾ Standardized pipelines through documentation and tool development with OS, engineering, and tech art.
◾ Work closely with concept, animation, tech art, fx, and audio teams to create interesting and functional weapons for Paladins: Champions of the Realm.