Blue Shift Inc : 3D Environment Artist

April 1997 - May 1999

At Blue Shift, designing levels from the ground up meant a lot of organization between the Artists, the Programmers, and the Level Designers. I was able to help organize the flow of this information, and adjust and improve the efficiency of the pipeline from Maya, to Multi-Gen, to the in-house real-time engine. This included modeling and scene file organization standards, as well as texture map considerations and optimization.

Running Wild

Link to Miranda Something article : https://www.awn.com/news/expression-college-students-create-nasa-trailer

Vapor TRX

• Design artist component of levels • Modeled, mapped, lit and optimized environments • Animated in-game environment props • Painted all texture maps • Multi-Gen, Alias, Maya, Photoshop, DeBabelizer

Hydro Thunder

• Modeled, mapped, lit and optimized environments • Animated in-game environment props • Painted all texture maps • Multi-Gen, Alias, Maya, Photoshop, DeBabelizer

RoadBurners

• Modeled, mapped, lit and optimized environments • Animated in-game environment props • Painted all texture maps • Multi-Gen, Alias, Maya, Photoshop, DeBabelizer