Environment Artist with a comprehensive understanding, and proven ability of building high-quality levels for AAA games. My drive and passion lies in creating immersive worlds and experiences that fully absorb the player. I always strive to push the boundaries of what's possible in our industry, by leveraging tech, creativity and teamwork.
Responsible for planning and building levels for Metal Hellsinger. Collecting references, planning, blocking out, making tasks for my team, handling Jira, tech solutions, as well as building art assets, shaders, dressing, and lighting the levels.
Pretty much whatever needed to get the environments from a blank page to a fully finished product.
Environment/Texture Artist at Project Crossfire
At Project Crossfire I worked as a material specialist. Planning and creating a material library with tiling texture and trims for the environments, as well as helping out the character and hard surface team with substance designer and painter related tasks. I did a lot of R&D work building benchmark examples of materials with consistency and relation between different texture types to achieve the best possible result. Balancing PBR values in order to achieve a balanced image with a material palette that blends together well and works in different lighting conditions. Establishing Substance pipeline workflows to speed up material production across all art departments.
Environment Artist at Payday 2
I Shipped 9 DCL´s for Payday 2. As an environment artist, my task was to build shell mesh, props, materials, set-dressing, and lighting. I later got responsible for all textures and materials added to the game as well as helping out with the visual vision for entire levels, working very closely with art direction, narrative, and producers.