A 3D artist with a specialty in weapons art for AAA games. Sometimes few vehicles too. Deep focus on realism feels while maintaining high fidelity game/real-time assets.
............... very passionate about creating anime-style guns. Very welcome! UwU
I consistently strive to learn and expand my skillsets. Love to find new challenges. Most important, we got to have fun while creating it. Rewarding to be onsite working with collaborative teams and bringing exciting products to the world.
Please feel free to reach out. Always happy to help give feedback & tips.
Soon more details will be TBA.
-set pipeline/RnD
-Documentation & analysis
-Create standards. Selected to jump early.
- involved from preproduction to end DLC. Deep understanding of lives service game model and how they affect assets & memory restriction.
- Vast numbers of weapons & customization skins. Few vehicles.
- RnD pipeline during preproduction stage. On various weapons & vehicles.
- Multi consoles & generation (psn, xbox, ps5, xbox/x, pc).
- Support live service of COD BlackOpsColdwar and Warzone mode.
- Created over 160 substance materials resources for the project.
- Spearhead the charge of the anime weapons pipeline. Created many anime blueprints while setting internal & external documentation. Set standards for anime-style & other extreme style blueprints that push customization while maintaining our backend setup & restriction in mind.
- Create weapons, attachments, and equipment for Black Ops 4 and DLCs. Responsible for Modeling (blockout, high & lowpoly, texturing, rigging, and concept design when needed).
- Worked closely with managers and colleagues to meet the highest quality standards of heavily scrutinized AAA weapon assets.
- Was given a fair amount of freedom to make changes to the concept. Necessary to flesh out the design, screen composition, and align more with the given story/theme of assets.
- Work closely together with Concept Art, Animators, and Designer to ensure quality and best players experience. Also, continuously search for new tools, pipelines, and ways to work smarter.
- Provided online/in-person feedback to colleagues & external vendors to raise quality stands of the highest scrutinized.
- First COD ever to be an open-world battle royale mode with 100 players. Assets produced needed to meet heavy technically & memory footprint restraint.
- Communicate remotely with multiple clients & colleagues to deliver assets on time.
- Create game-ready weapons based on real-world references.
- Highpoly subdivision Modeling.
- Lowpoly modeling / optimization/ LOD creation.
- PBR texturing
- Responsible for creating ultra-realistic 3d
- Create models & textures ready for UE4.
- Work closely with Leads to ensure models are
optimized well for the players
For more information head over to https://mod.squadfrance.fr/all-recent-updates/