Bloodhunt

Hardsurface/Weapon Artist

Responsibilities

Highlights


Summery

I was hired to join a tiny 3d art group intended to grow up to six people. My then lead put a lot of trust in me to take care of all the prop and environment-prop-related content in Bloodhunt. This was a really fun time for me because I got the opportunity to mentor and support new friends at a new company. After a year or so, my Lead and Directors decided I was the best fit as the Lead 3D Artist whilst my then Lead focused on leading the Concept and Character teams.

You can find some of the assets I made or iterated on here


Lead 3D Artist

Responsibilities


Highlights


Summery

This is my first time experiencing what it's like to manage people outside the also very demanding operative work. It was such a fun experience but a demanding experience. I fell into the role immediately, and my team couldn't have been more supportive. We grew by two additional two artists during Bloodhunt which I was the hiring manager of. I learned a lot about the AAA recruitment process, formalities and legalities as well as how to get the best out of the artists we interviewed. I worked with and managed this team up until today, and it's been one of my favourite experiences in this industry. Mainly due to the people and not necessarily the processes of management. I also set up a JIRA structure that made it easier for us to quickly set up and iterate on content, our team was one of the very few who used JIRA as a framework, but this got adopted by others shortly after.

You can find some of the assets I made or iterated on here


Lead Technical Artist

Highlights


Summery

During some real stressful times for the team and project, we lost our Technical Art lead and half of the TA team. It was decided by Direction and Production that I manage the Tech Art as well as the 3D Team due to my abilities as a manager and technical skill set. I helped the two resident technical artists left with stress management, JIRA task management. And on top of that, we had two VFX artists in the process of hiring, so that was also on my table. This became manageable just because of the fantastic technical artists, they showed an immense amount of support to each other, and I feel all I did in the end was to support them to my best ability. I thoroughly enjoyed managing the team during this brief period before I had to jump over to the next project. The tech art team merged into the Exobornes technical art team Managed by another fantastic Lead, and It was time for me to set up the pipeline for Exoborne!