Technical Artist

I am a Senior Technical Artist with almost 15 years of experience. I have worked for Wargaming.net (Chicago-Baltimore) World of Tanks: Modern Armor and DS Volition’s Agents of Mayhem and Saints Row franchises. My work involves developing pipelines and tools for different art departments.

Scientific Illustration

I started my career illustrating scientific concepts for the University of Illinois, CU. This is an area that has always interested me and I continue to generate illustrations for many research groups around the country.

CG Generalist

My main interests as a generalist are Modeling & Texturing, Lighting, Rendering, and Scripting.

Production Tools 

 

All the images presented in this section were created by many of the great artists I had the privilege to work with during my time at Wargaming.net and Deep Silver Volition. I did not create these images, Wargaming.net and Deep Silver Volition own the copyrights.

 

World of Tanks:
Modern Armor


DCC Pipeline Tool Development for Asset Creation:
- Tool Development for creation, validation and export of game assets 

Python DCC Environment Support and Tech Art Tool Distribution for Artists: Supported DCC Apps: Autodesk Maya / 3DS Max , Adobe Painter / Photoshop  / Unreal / Houdini

LOD Pipeline: Development of LOD pipeline for multiple assets using InstaLOD scripting engine

Mentoring

 
 

Agents of Mayhem

Lighting Tools for DSV Proprietay Editor:
- Time of Day (TOD) Editor for creation of keyframes and timelines
- Scene TOD keyframe/timeline loading tool
- Component Property Editor    
    * Spread sheet editor for multiple game
       objects value editing
- Light Toolkit  
    * Light Intensity Calculator  
    * Luma Calculator  
    * Liner to sRGB conversion tool

VFX Tools for DSV Proprietay Editor:
- Dynamic UI shader property workflow for VFX shaders
- VFX Clipboard:    
   * Copy/Paste curves and gradient properties    
   * Save/Load collections of properties ( json format)

Other Technical Support:
* Text and Voice over support
* Prop Models outsourcing support
* VFX outsourcing support
* Python scripts for collecting game related data


sr4_cover_small.jpg

Saints Row IV &
DLC ( Saints Save Christmas )

* Cinematics support
* Props and Environment model troubleshooting
* Shader and Material support


sr3_cover_small.jpg

Saints Row : The Third

* Shader and Material Development for Props,
   Environmental models and VFX
* Props and Environment model troubleshooting
* Dual paraboloid and cubemap generation tool (C++)
 

 

Scientific Illustration & Visualization

 

I started my career illustrating scientific concepts for the Imaging Technology Group at the University of Illinois, Beckman Institute. Since 2006,  I have created images showcasing the research done by many great scientists from universities like the University of Illinois, Cornell University, Stanford University, University of Wisconsin, and many others. 

 
 

Software: Maya, Photoshop, After Effects, Mental Ray, Arnold, Amira, VDM, Python, C++

 

CG Generalist

 

Lighting, Rendering, Modeling, Texturing

 

 

Cahokia: The Emerald Acropolis Project (AR app)

 

The AR app is currently in development by the University of Illinois and University of Indiana Anthropology Departments with funds provided by the Templeton Foundation. My work on this project involves managing the art team, modeling/texturing and Unity set up. AR app developed by Alan Craig. Additional modeling, texturing, and logo design by Christie Klinger & Payton Focken

 
 

Above: Mood concept ( Photoshop, Marmoset, Maya ).

Below: Screen captures (Unity Engine)
Modeling: Maya. Texturing: Substance and Photoshop  Environment, Set Dressing, and Lighting: Unity. 

 
 
 

University of Illinois Alma Mater Restoration & AR app

 

During the restoration of the Alma Matter statue, an AR app was create to showcased the scanned 3D model in its absence. The 3D scan was done by Travis Ross, Manager of the Visualization Lab at the Beckman Institute, University of Illinois and the app was developed by Alan Craig. For this project, my work was clean up and reduction of the original model ( 20M polygons ), uv mapping, and baking.
Tools used: Maya, Zbrush, xNormal, Marmoset Toolbag, and Arnold.