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As an Environment Texture/Material Artist I was responsible for all textures and materials on screen (from creation to implementation, vertex painting, and decal placement), ensuring full integration between my own assets and outsourced assets. Every texture on screen is hand made using a variety of tools and workflows, but never photo source.
Please use the arrows at the side to scroll through the visuals below.
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
One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable. Including the footprints!

One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable. Including the footprints!

One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable. Including the footprints!
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One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable. Including the footprints!
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One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable.
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One of my favorite parts of working on this level was the integration of so many OS assets with the amount of dust in the "untouched" wings of the house. I really enjoyed finding fast ways to add this to every shader and working to make the dust feel believable.
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I especially enjoyed final touchups on this sarcophagus and ensuring that the dust interacted nicely with the metallic shader below.
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It was tricky working on a level that has very low light. It was critical to ensure the materials played well and were in the right ranges of PBR to light well. It was a big collaboration with my lighting artist to be sure the entire level was bright enough to play, while still feeling like night.
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
I created the ocean shader seen here and implemented it in the level. A big part of my "side tasks" on this project was to work with the FX/Tech Art team on rebuilding our water material pipeline and documenting it. It was a lot of fun and I learned a ton. Making water for games will never be boring for me!

I created the ocean shader seen here and implemented it in the level. A big part of my "side tasks" on this project was to work with the FX/Tech Art team on rebuilding our water material pipeline and documenting it. It was a lot of fun and I learned a ton. Making water for games will never be boring for me!