Senior Environment Artist with 20 years of experience in the game industry
Expert in World Building, Level Art, Environment Design, and Visual Storytelling, with a strong focus on creating immersive, believable game worlds.
Skilled in creating Level Art from initial blockout to final polish.
Past shipped projects:
- Far Cry 6: Lost between Worlds
- Far Cry 6
- Watch Dogs: Legion
- Dead Island: Survivors
- WARFACE
- RYSE: Son of Rome
- Crysis 3
- Crysis 2
Set dressing and visual polish of environments to support storytelling and mood.
Improved level quality and consistency across locations.
Identified and fixed environment‑related bugs.
•Planned and developed modular building kits for efficient world construction, tailored to the visual and architectural identity of Wakanda
•Designing and organizing modular prop kits and prefabs for reusability and consistency
•Managing and maintaining the asset library (asset zoo) to ensure clean structure and team accessibility
•Prototyping environment blockouts for a wide variety of locations and gameplay needs (organic and scifi)
•Set dressing environments with a strong focus on storytelling, composition, and mood
•Collaborating closely with lighting artists, animators, designers, and VFX artists to ensure cohesive and immersive game experiences
•Organizing reference boards and visual direction in Miro to align creative vision across disciplines
Watch Dogs: Legion
•Level Art mission prototyping, greyboxing, and establishing visual direction in the early stages
•Level dressing to support narrative and gameplay beats in missions
•Prop creation for storytelling and environmental detail
Far Cry 6
•Open-world level art (Madrugada and other regions), including landscaping, foliage distribution, and storytelling through set dressing
•Sub-region ownership, from planning to final polish
•Worked in close collaboration with Lead Level Artist, open world level designers, game designers, narrative team, and the Art Director
Far Cry 6: Lost between Worlds
•Owning the process from early blockout to fully polished mission (Toxic Wasteland)
•Exploring visual direction in early stages
•Prototyping diverse level art ideas
•Planning mission layout with game and level designers
Splinter Cell Remake (2023)
•Mission-level art ownership (Wide-Linear Mission)
•Environment planning, modular kit & prop development
•Defining composition, mood, and lighting for key mission beats
•Planning and sketching mission layouts in close collaboration with level, lighting, and game designers
•Miro board and reference organization
Unannounced Project (2024)
•Mission level art ownership (Open World)
•Set dressing across various missions
•Miro board & reference organization
•Creating and calling out assets of varying sizes, from props to structures
•Level/mission blockout & prototyping (composition, navigation, mission flow)
Dead Island: Survivors
•Unity Engine
•Full ownership of cartoon-style environment art production
•Planning and developing modular building kits and props
•Managing outsourcing vendors and delivering clear, constructive feedback
Unannounced VR Project
•Ported and managed assets from an FPS project
•Explored and created levels for VR experiences
•Utilized Unreal Engine tools specifically for virtual reality development
WARFACE
•Developed modular building kits for both PvP and PvE maps
•Assigned to pre-production, prototyping level art for various missions
•Created and developed visual designs for diverse levels
•Mentored mid-level and junior artists, providing 3D art training and leading workshops
RYSE: Son of Rome
•Contributed art support to the missions “The King” and “The Edge of the World”
•Responsible for set dressing, prop creation, and tilable texture sets
•Cryengine
Crysis 3
•Contributed to the development of the main buggy vehicle featured in the game
•Created various props and structures to support gameplay and worldbuilding
•Worked on level art and set dressing for the mission “Welcome to the Jungle”
Crysis 2
•Contributed art support, including prop modeling, texture creation, and material setup
WARFACE
•Modeled various props and building kits
•Created textures and materials
•Collaborated closely with level and game designers on both PvE and PvP maps
Sims, Overlord, Outsourcing Projects
•Created assets from concept to final, including modeling, UVs, and texturing under defined art direction
Barrier of the Worlds (RTS)
•Modeling and texturing for environments and props for Real Time Strategy game.
•Contributed to various outsourcing projects