Freelance Modeler, texture artist, animator, video editor.
Tasked to compile QA testing reports and liaison with the Community Managers within Square and Psyonix. View models, story blurbs, and level maps before they went into production in order to make sure they adhered to the established lore in the Legacy of Kain series. Also tasked with finalizing a world map for the game to replace the temporary one they had.
Tasked with creating quadruped animal models, textured, rigged with animations, and bipedal models,textured, rigged, with blendshapes for a PS4/PSVR developer.
As a small, startup studio, we wore many hats. My background in film (directing, editing, writing, storyboards) helped dictate what I could do here. I oversaw the previz of storyboards, until that role could be delegated to one of our excellent Storyboard Artists, oversaw all of previz production -- working with our Concept Artists, 3D modelers, Key Artists, and our Environment Artists to maintain the consistent art style for the film, and to keep the nuances of character creation and motivations for even what they wore and had in their homes into account. I also did many of the early concept sculpts and rigs and animation for before the movie's production was pushed to use the Unreal Engine. First, we were doing the traditional route, using renderers like Renderman, then Arnold, out of Maya to get the look we wanted.