Summary

I am an environment artist with a passion for creating procedural and photorealistic materials. I work every day to improve my techniques, to investigate new workflows that can be useful to me and my colleagues. I understand that node-based procedural material generation is the most efficient method for texture development, and I not only love working that way, but I am also meticulous and perfectionistic enough to be good at it.

Skills

  • Rendering
  • 3D Modeling
  • Digital Sculpting
  • Lighting
  • PBR Texturing
  • Procedural Texturing
  • Software Proficiency

    3ds Max
    3ds Max
    Substance Designer
    Substance Designer
    Unreal Engine
    Unreal Engine
    V-Ray
    V-Ray
    Photoshop
    Photoshop
    ZBrush
    ZBrush
    Substance Painter
    Substance Painter
    Marmoset Toolbag
    Marmoset Toolbag
    xNormal
    xNormal
    UVLayout
    UVLayout
    Substance B2M
    Substance B2M
    SpeedTree
    SpeedTree
    mental ray
    mental ray
    World Machine
    World Machine

    Productions

    Experience

    World Level Artist

    Bluehole Ginno
    July 2016 - Present | Seongnam, Korea (South)

    In my position on BlueHole Ginno, I work as a world level artist, using the Unreal Engine 4 tools to populate and shape the world we are building. I also have the responsibility of creating and supervising the material library used by all the world artists.

    My responsibilities include:

    -Design and creation of natural and urban environments that are both realistic and interesting for gameplay

    -Creation of a PBR texture library

    -Development of UE4 materials to be used by the art team

    -Creation of modular urban assets

    -Hand sculpt and paint high quality assets

    -Supervision of outsourced assets and textures

    -Documentation and guidelines for freelancers and the art team

    Environment and Texture Artist

    Gameco Studios
    January 2016 - April 2016 | Barcelona, Spain

    I'm doing freelance work for Gameco Studio, an outsourcing videogames company. My duties

    are to deliver game ready assets and environments in the shortest amount of time.

    I was given the responsibility to work on two projects at the same time. My main tasks were focused on creating PBR materials, from weapon assets to environment procedural textures. I also had to model some game models assets, and model and texture a first version of one of the environments for the designers to try the game mechanics.

    Environment Artist

    Gameloft
    February 2012 - Present | Barcelona, Spain

    My position and responsibilities have grown over time at Gameloft. My main objectives were focused around the environment art pipeline, textures and environment assets at first, but after becoming the main environment artist of our team, I took care of level layout, lighting, material and post fx creation.

    My regular responsibilities include:

    -Produce efficient procedural texture assets

    -Hand sculpt and paint high quality texture assets

    -Modeling, digital sculpting, re-topology, and baking

    -Communicate with the design team to fit the environment assets to their needs.

    -Lighting the levels and create optimized lightmaps

    -Modular asset design and construction

    Environment Artist

    Tower22
    April 2011 - February 2012 | Valencia, Spain

    I was responsible of the set dressing of the background for a technical engine demo.

    My regular responsibilities include:

    -Hand paint high quality texture assets

    -Modeling, digital sculpting, re-topology, and baking

    -Material creation on the game engine

    -Optimization tasks