- Frame Machine is a Design/Animation/VFX Studio that co-devs in clients real-time environments within UE4 and UE5
- Worked alongside my Art Director and Lead 3D Artist to establish a artistic direction that also fits our gameplay and cinematic requirements given by the level design
- Assisting the development of FM IPs
- Took multiple scenes from a 2D concept to full scale 3D environment in UE4 & UE5, creating environments based off clients storyboards and shot composition
- Worked with Frame Machines clients on Hero Assets and Scene Creation
- Created Advanced UE4 shaders for high fidelity assets with optimal performance, at times evaluating a creative issue and tackling them technically via Shaders
- Established pipelines to create an efficient pace for others to replicate
- Prepared rigged models for animators to work on
- Established the overall art direction to recreate our client imaginations
- Created guidelines for assets, textures, and workflows for all assets so we can delivery the quality that was expected
- Managed the art and production of all Dekogon client projects
- Developed pipelines for efficiency amongst specific projects
- Designed environments based on clients imaginations based on rough references or sketches.
- Developed multiple game ready environments using Unreal Engine 4, in most cases having source control access to directly contribute to the clients project (P4, Github)
- Setup and optimized assets into client source controls
- prototype pipelines, internal structure, and documentation for client projects
- Evaluated & organized multiple teams for particular sprints based on strengths
- Made game ready models based on rough sketches and real world references
- Created a strong healthy environment amongst freelancing employees that established bonds outside of the work
- Keep track of budget and spending throughout the all of dekogons contract projects
- Assisted lead artist in whatever task they need to fullfill their teams needs, whether that be managerial or artistically
- Worked closely with leads and customers so we could deliver exactly what they need from us, that includes any requirements or pipelines they wish us to follow
- Created modular assets (blockout - proxy model - high poly (sculpt) - low poly - texturing - send to client or level designers. All while being critiqued from leads and the customers along the way
- Worked with PBR textures inside Substance Painter
- Created tons of props and environment pieces within multiple projects while following a industry standard pipeline