● Swiss professional 3D artist
● 3D environment art in games and film
● Experience in AAA and mobile games
● Organic and hardsurface 3D modelling
● 3D sculpting
● PBR texturing
● Game engine world building
● Procedural terrain generation
● Swiss Bachelor's in Game Art and Animation
● Swiss Master's in 3D Environment Design
I was tasked with making large to small scale rocks and natural terrain elements. I was the lead rock biome artist. Responsible for turning concept art into finished and optimized real-time 3D assets. Tasked with high poly modelling, baking, low poly production, optimization and PBR texturing.
Worked on multiple different games. Originally I was scouted as a 3D environment specialist. Tasked with the creation of rock and terrain elements, hardsurface props and organic props. Including HP/LP modelling, baking, 3D sculpting, PBR texturing, trimsheets, asset optimization, UVs.
For other projects my tasks mainly involved high poly and low poly modelling, baking and texturing. Crafting objects such as hero items, weapons and environment props.
Job performed 100% remotely.
I was tasked with creating 3D buildings, props and terrain elements such as rocks and procedural terrain heightmaps. Tasked with HP/LP modelling, sculpting, baking, UVs, trimsheets, world editor/ game engine implementation. PBR texturing, procedural texturing and asset rendering.
Worked 100% remotely.
3D Generalist working for a 3D software company. Tasks involved high poly and low poly real-time 3D asset management, optimization, design and creation; BIM/CAD 3D data management, optimization; PBR texturing and material management; game engine scene lab management and environment creation. Unity 3D technical development, including VR support. Additional tasks included 2D/3D graphic design, website design and software and technical research.
Hybrid