I’m a Senior 3D Artist with eight years of experience specializing in hard-surface modeling, prop creation, level design, and texturing for games. I’ve worked on high-profile projects for Toyota and Microsoft and was a key contributor to a third-person tactical shooter at Carbonated Inc. I have a deep understanding of Maya, ZBrush, and Substance, and I’m comfortable handling every stage of the 3D pipeline—from blockout to final in-engine implementation.
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In addition to environment and prop work, I’ve developed weapons, vehicles, and character retextures, ensuring consistency and quality across all assets. I take pride in being adaptable, whether working independently or collaborating with a team to meet project goals. I’m always looking for ways to improve my workflow, learn new tools, and push the quality of my work further. My goal is to continue growing as an artist while contributing to visually engaging and immersive experiences in games.
Education
DigiPen Institute of Technology
Video Game Design and 3D Modeling
2011-2013
Edinboro University
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Computer Animation
2013 - 2017