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Bulletstorm - Year before we started this project I've joined the environment artists team to reinforce them with the knowledge gathered at my previous position. Because I already knew most of the "next gen" asset creation work-flows I've spent a lot of time creating assets that where a visual target and quality benchmark for further development. Gained a lot of experience in hi and low poly modeling, hard surface modeling, creating modular architecture and using advanced shaders.
At the end of the project I was also responsible for optimization R&D, and optimizing 1/3 of the game.