When I'm not working on personal projects in my down time, I'll be learning the latest techniques and best practices in time for my next personal project...
...and when I'm not learning, I can be found "researching"... the latest techniques in-game... while playing them... it's the only way to be sure ;)
Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.
Modelling and texturing of in-game art assets, delivered to set standards.
Developing best practices and techniques for producing art assets.
Providing high quality benchmark models for outsource vendors.
Leading a team of experienced artists to deliver high quality artwork to fixed deadlines.
Providing critique and solving art issues to keep the art style and quality consistent across the board.
Attending and participating in meetings with other departments and feeding back to the art team.
Working with other departments to identify and solve problems effectively
Developing methods and lighting solutions for a 'day to night' transition, then manually animating lighting set-ups for each scene.
Working with programmers to develop the in-house tools and in-game tech.
Authoring CGFX shaders using node based shader networks.
Modelling and texturing of in-game art assets, delivered to fixed deadlines
Modelling and texturing of in-game assets. Creating prototype mock ups for games pitches and 'uprezzing' of 8-bit era graphics for modern devices.
Working with programmers to develop in-house tools and in-game tech, mainly the node-based shader authoring toolkit.
Authoring CGFX shaders using node based shader networks
Modelling and texturing of in-game environment assets such as props and modular level construction pieces that would then be passed on to the level creation artists to build the levels.
Modelling and texturing of in-game assets, mainly environment work but included some character models
. Environment was mainly on a macro level building roadways, buildings, and terrain.