Environment artist with specialization in texture and material creation. Experience in creating material library, balancing and polishing PBR textures for environments, characters and weapons. Working together with leads on pipeline and dworkflow 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.
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.