Senior Environment Artist with 9+ years across Kojima, Guerrilla, Respawn and Remedy. Shipped Death Stranding 2, Horizon Forbidden West, Apex Legends and more.
Passionate about games from a young age and captivated from seeing how virtual worlds can come to life. I've supported Indie and AAA projects at every stage of production, across realism and stylized directions, experienced in UE5, Unity and other proprietary engines.
- Support on undisclosed projects, contracting directly and via Dekogon; one title shipped 2026.
- Senior artist on a new unannounced IP: early pipeline setup and vertical slice.
- Complete level art passes: set dressing, terrain, polish, optimization.
- Developed procedural DCC tooling to automate certain steps in the asset workflow.
- Built hero props, gameplay-critical assets and large-scale Nanite sculpts.
- Built level sections across main story missions: cinematics, interiors, open-world.
- Sculpted terrain and produced photoreal assets for several gameplay and cutscene moments.
- Profiled and optimized owned levels.
- Built several POI locations on the maps Divided Moon and E-District.
- Work involved full art passes with regular testing for gameplay across many revisions.
- Supported other seasonal updates through assets, textures, shaders and map changes.
- Built story mission areas: ruins and manmade structures.
- World building, set dressing and modeling across assigned levels.
- Aligned with art director, leads and design through regular feedback.
- Profiling and optimizing environments for target hardware.
- Built and iterated on several of the campaign levels from early block until ship.
- Resolved environment art blockers on a tight schedule.
- Supported outsourcing: task briefs, vendor feedback, integration.
- Delivered production-ready assets for Dekogon's asset pack catalogs.
- Layout, modeling and sculpting of large-scale film environments.
- Film-quality photoreal assets and shaders for set extensions.
- Assisted photogrammetry capture and cleanup.