I’m a Principal Environment Artist with over 20 years of experience in the 3D industry, including 15 years in games. I own entire levels and environment features from early blockout through final polish, with an emphasis on visual direction, materials, lighting, look development, and gameplay readability.
My background spans architectural visualization and a full range of game development, from mobile and indie projects to larger-scale productions. I work closely with level design and technical art teams to solve performance and optimization challenges, develop workflows and pipelines, and deliver cohesive, scalable environments. Alongside hands-on production, I mentor junior artists, support team alignment, and help establish quality bars and best practices across projects.