2D / 3D Character Artist
Independent character artist focused on digital sculpting, character creation, and 3D asset development. Open to contract and collaborative work in game development, digital media, and creative projects.
Owner and creative director of The Helios Event Venue, a community-focused creative space supporting artists, events, and collaborative projects.
At Monolith Productions I contributed to multiple shipped titles within the Middle-earth franchise including:
Middle-earth: Shadow of Mordor and
Middle-earth: Shadow of War.
(Art Lead) Guardians of Middle-earth (uncredited)
My work focused on building characters from concept to final in-game assets, including high-resolution sculpting, production-ready topology, UV layouts, and physically based texturing workflows.
My production experience includes:
• High-resolution sculpting in ZBrush
• Game-ready asset creation and optimization
• Physically based rendering pipelines
• Building assets for Cloth simulation and garment design using Marvelous Designer
• Scan data integration and facial form development
• Outsource asset review and production collaboration
I have also contributed as a guest character artist during early development of
Hogwarts Legacy, assisting with the creation of props and wardrobe assets.
In addition to shipped titles, I worked on character production for internal projects including Wonder Woman and other unreleased productions.
I worked at Amaze Entertainment, later part of Foundation 9 Entertainment, where I spent much of that time working as a Lead Artist across a variety of console and mobile titles. During that period I contributed to a myriad of projects including
Where the Wild Things Are,
Kung Fu Panda 2, titles within the
Harry Potter and
James Bond franchises, and projects related to
The Sims.
One of the highlights of my time there was leading a small team of artists in the creation of a game demo built to pitch directly to DreamWorks Animation while they were developing the film
Kung Fu Panda 2.
The demo helped secure the project for the studio, and it was incredibly rewarding to play a part in that success.