Material & Texturing Artist with over 14 years in game development, specializing in photorealistic PBR shading, procedural material creation, and non-destructive Substance Designer/Painter workflows. Currently Lead 3D Artist, focused on pipeline development, team mentoring, and cross-disciplinary collaboration. Passionate about scalable material systems and real-time look development.
•Pipeline Standardization: Established unified hardsurface production pipelines, ensuring visual parity and technical alignment across all weapon, vehicle, and gadget assets.
• Procedural Workflow: Architected an art-directable procedural texturing pipeline; created smart materials and presets that handle 70% of the base-pass work automatically while leaving full creative control for final artistic polish. Developed a library of Substance utility nodes, filters, and generators used by artists across the studio to streamline production.
• Technical R&D: Spearheaded the development of weapon/vehicle skin systems and custom Unreal Engine shaders, optimizing for visual fidelity, build size, and production/iteration speed.
• Team Leadership: Directed a distributed team of artists across multiple locations, establishing clear communication and feedback to ensure technical alignment and remote collaboration.
• Talent Acquisition: Collaborated with HR to vet portfolios and conduct technical interviews, playing a key role in the selection and onboarding of new team members.
• Internal Education: Conducted advanced masterclasses on procedural material creation in Substance Designer, providing mentorship to both weapon and environment artists to bridge technical skill gaps.
Contributed to one of the industry's leading 3D asset libraries, developing high-fidelity procedural material solutions used by over 3 million artists worldwide across ArchViz, Game Dev, and VFX.
• Library Development: Engineered and maintained an extensive library of photorealistic procedural materials, ensuring 100% PBR accuracy and visual consistency across hundreds of real-world surface categories.
• Tool & Node Engineering: Developed custom Substance Designer utility nodes, noises, and filters to standardize internal workflows and empower the global artist team with faster production tools.
• Technical Look-Dev: Performed advanced R&D to replicate complex surface micro-details (e.g., specific roughness variations and edge-wear patterns), setting the benchmark for realism in the Poliigon ecosystem.
• Global Collaboration: Partnered with an international team of artists and developers to ensure asset scalability, technical excellence, and seamless integration across major 3D software (Blender, Unreal, 3ds Max).
Owned the texturing quality bar for high-fidelity vehicle assets on Wargaming's flagship title, balancing historical accuracy with cutting-edge PBR workflows.
• Texture Supervision: Upheld and enforced PBR texturing standards across a team of 8 vehicle artists. Conducted regular art reviews, provided constructive feedback/paint-overs, and established best practices for material consistency.
• End-to-End Production: Executed the full-cycle production of complex, game-ready vehicles - from high-poly sculpting (ZBrush) and retopology to UV mapping and baking.
• Pipeline Optimization: Collaborated with Technical Artists to implement and optimize assets within the BigWorld Engine, ensuring high visual fidelity while adhering to strict performance budgets.
• Technical R&D: Leveraged Substance Designer to create procedural texturing pipeline for metal wear and tank-specific weathering effects, significantly reducing the texturing time for the wider vehicle team.
During this period, I collaborated with leading AAA studios and elite outsourcing houses (Blacksteinn, Corbax Studio) to deliver high-fidelity assets and procedural material solutions for world-class titles.
• Metro Exodus (4A Games): Modeled and textured environmental assets, vehicles, and props. Developed a bespoke semi-procedural Substance Designer workflow to ensure visual consistency across complex post-apocalyptic assets.
• Control (Remedy Entertainment): Textured high-complexity hero props in collaboration with the Blacksteinn team, meeting Remedy’s strict artistic and technical benchmarks.
• Lords of the Fallen (CI Games): Collaborated with Corbax Studio to create a suite of procedural materials in Substance Designer to support modular environment art, alongside the creation of standalone hero assets.
• A Plague Tale: Innocence (Asobo Studio): Partnered with Corbax Studio to develop a set of procedural materials, focusing on historical accuracy and atmospheric material definition.
• Other Projects: Delivered game-ready assets for various unannounced and released titles, specializing in hardsurface modeling, PBR texturing, and procedural pipeline support.
- Created level geometry and dressed scenes for an open-world action game, using Maya and the proprietary Saber 3D Engine.
- Produced game-ready props end-to-end, including high-poly/low-poly modeling, UV mapping, baking, and PBR texturing.