I was one of the primary drivers for defining and maintaining artistic standards and technical requirements, providing art direction, feedback and mentorship to the art team. I also participated in the hiring of Artists, the Art Director and the Art Development Director for the studio.
My art contributions were limited mostly to terrain blocking, sky domes, shaders, some texture creation, level assembly and performance optimizations. On this project, I gained extensive experience in the creation of complex & optimized shaders in a node based editor. I was also the Principal Lighting Artist for all environments and in-game cinematics.
All other art, unless specifically noted above or in the individual image notes is the work of others.
For Carn Dum, the final level in the game, I modeled, textured and animated a complex cloud system for the skydome, including a massive funnel cloud that had to stand up to scrutiny from multiple angles.














