Environment artist with specialization in texture and material creation. Expertise in creating material library, balancing and polishing PBR textures for environments, characters and weapons. Working together with leads on pipeline and workflow development in order to make content faster and easier for me and my team. I always strive to get out of my comfort zone in order to push and improve my skills. I’m a social person that want to be in an environment with a team of likeminded to exchange knowledge and together push the quality and boundaries of this industry to the next level.
Environment/Texture Artist at Project Crossfire
As a part of the material art team my focus is creating a material library with tiling textures, trim-sheets and texture atlases. I mostly work with environments, breaking down levels, identifying what materials that is needed, balancing and polishing PBR textures. Lately I have been helping various teams such as hard-surface and character with material and substance tasks, as well as improving the Substance pipeline for the project as a whole.
Environment Artist at Payday 2
Responsible for the texture/material production and pipeline in the Payday team, including quality benchmark, performance and optimisation. Building base mesh and
architecture for levels, as well as set-dressing and lighting. Collaborating close across all departments such as, design, narrative, production and tech.