I am a multidisciplinary 3D Artist with dual US-EU citizenship, exploring various facets of content creation throughout my career as a CG Generalist. The majority of my work is dedicated to XR productions and applications, where I leverage my skills to create immersive and engaging experiences.
Responsibilities include designing and developing 3D assets for use in the Macy's Thanksgiving Day Parade, affiliated theme parks, and other seasonal events. Additional responsibilities include close collaboration with the art director, executive producers, and third-party vendors to adapt original concepts and officially licensed characters into 3D models, which serve as to-scale production guidelines for floats, balloons, costumes, and props. I also had the privilege of receiving administrative approval to implement additional 3D software into the studio's workflow to streamline operations after conducting a series of successful live technical demonstrations for Macy’s external partners. Further responsibilities consist of maintaining organized libraries of 3D models, progress renders, and reference materials, conducting off-site surveys for balloons as required, and leveraging my experience in XR technology to adapt assets for use in Mobile AR.
An education startup providing online courses and lectures in a virtual reality setting, along with services and tools that enhance coaching sessions, distance learning, zoom meetings, and retreats. My responsibilities were to meet regularly with with developers and our designer to adapt agreed upon concepts into functional 3D models and environments while adhering to the technical requirements of XR.
An Industry City Startup striving to create an AR platform for exhibiting accessible gallery artwork in collaboration with architects such as Daniel Libeskind, Diller Scofidio + Renfro and Peter Marino, as well as designers such as Stefan Sagmeister and Joe Doucet. My responsibilities at the startup pertained to asset creation in-line for the platform’s technical requirements, as well as optimizing and faithfully adapting existing models from collaborators who's pieces weren’t created with PBR conventions in mind.
Led the early 3D conceptualization and construction of assets for Prisms VR's K-12 learning modules, playing an instrumental role in securing a $12.5 million Series A funding round.
As a 3D Environment Modeler at Dirt Empire, I dedicated myself to refining precision and narrative craftsmanship, making substantial contributions to the VR documentary "Reeducated". My meticulous efforts played a pivotal role in The New Yorker receiving its first Emmy and Peabody Award for the project, underscoring the influential impact of well-executed VR. Additionally, I implemented optimization techniques tailored to Unity, further enhancing the technical aspects of the documentary.
Reconstructed photogrammetry data to create optimized 3D assets tailored for mobile XR. Played a crucial role in the development of the “David Bowie is” AR app for iOS and Android by converting photogrammetry data sourced from the David Bowie archive. Using ZBrush to refine and augment elements of scans, I implemented texturing techniques with Mari and Substance to seamlessly update missing information and enhance existing maps for effective integration into Unity.
Engaged in the development and rigging of assets for immersive exhibitions held at galleries, cultural institutions, and music venues, I made a notable contribution by adapting character concept art from Superbright's in-house fashion designer. Skillfully using ZBrush and Maya, I transformed these concepts into rigged assets, seamlessly integrating them into motion tracking systems. A significant project involved my participation in HP's "The Lab" at the 2018 Panorama Music Festival. During this experience, I collaborated with esteemed dancers from the Alvin Ailey American Dance Theater, contributing foundational motion capture data that was later implemented by my supervisor in Unity.
While under the direction of the subsidiary Reed + Rader, I adeptly carried out tasks involving the modeling of characters, props, and vehicles, skillfully transforming concept art into real-time assets. My responsibilities spanned high-poly sculpting, retopology, and texture creation specifically tailored for Unreal Engine environments. Notably, I played a pivotal role in notable projects, including an advertising campaign for the collaboration between Cartoon Network and London womenswear label Fyodor Golan, as well as the creation of assets for Diplo and Charlie XCX's "Spicy" music video.