For the first half of my tenure at Turn 10, I was a track artist on "Forza Motorsport 5", working mainly on the "Le Mans" track. I modeled and textured 3D assets including the Ferris Wheel, the Welcome Center building, the pit wall, Plexiglas shields, and the Rollex pit arches among others. I also modeled, textured and placed most of the trees in the forest areas and the tree walls in the distance.
Halfway through my tenure at Turn 10, I was promoted to the internal track lead for the "Silverstone" track. I primarily worked with an outsourcing company to ensure quality and timely delivery, as well as performance and final polish.
While on Forza 5, I especially enjoyed working with laser scanned point cloud data for realistic environment re-creation and working with one of the first implementations of Physically Based Shading and Rendering on the Xbox One.
While on Forza 5, I especially enjoyed working with laser scanned point cloud data for realistic environment re-creation and working with one of the first implementations of Physically Based Shading and Rendering on the Xbox One.




