Environment Artist with 9 years in game development, currently in AAA production at DICE. I build playable environments end-to-end, from preproduction visual targets and workflow development to blockout, production, optimization, and final polish. Production-forward, pragmatic, and collaborative, I focus on player readability, atmosphere, and shipping high-quality work under real constraints. Recent work includes two Battlefield 6 maps, Iberian Offensive and Saints Quarter
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
2018–sep 2019
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
2017–dec 2018
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.