Technical environment artist, proficiently skilled in modeling, UV Unwrapping, material and texture creation, and trouble-shooting. My primary software used: Maya, Blender, Substance Painter, Photoshop, Unity, and Unreal
As lead technical artist, it was my responsibility to create shaders for our "alter" and "peer" effects, in which our protagonist, Nohla can preview alternate environments, as well as literally alternate into said environments. It was also my responsibility to troubleshoot with our artists, guide them through Unity, and assist with any debugging or art-related issues.
As the Art Director, my responsibilities include delegating and evaluating environment and character art quality and direction. I also help establish and regulate the workflow of our design team and applying game mechanics to our art assets. As a technical artist, this requires me to correspond between our artists and engineers about how to best incorporate art assets and their relationships with the programming systems being implemented. As a 3D modeler, I create said 3D assets and apply the mechanics.
Through various software, such as Autodesk Maya, Adobe Photoshop, After Effects, Unity, Unreal, Visual Studios, and Blender, we help adults with autism understand the process that goes into game development, as well as the professionalism, drive, and skill that needs to be brought to a creative environment.
These modules require I cover various responsibilities and skills such as: 3D modeling in Maya/Blender, texture creation in Photoshop and Substance Painter, 2D image manipulation in Gimp and Photoshop, general game composition - from script building, asset importing, material creation, particle FX, character controller animations, and level streaming - inside Unreal and Unity. At any given moment, I jump between varying disciplines to cover as many topics, including game theory, level design, and user experience, with my students.
As an environment artist, I would on environment assets + props including modeling, UV unwrapping, texturing, and in-game implementation. In some cases, I also animate the assets for the engineer team. See TeddieandI.com for our latest production.