Thanks to everything I learned and through the hard work involved in maintaining a brand new Look Dev department, I was fortunate to be promoted to Senior Level, embarking on a new and exciting unrevealed project. My duties remained similar to my previous position, with the additional functions of onboarding newer members, and creating and maintaining documentation for our always-evolving pipeline.
I was offered the opportunity to switch positions and become a Look Dev artist in the same team. It offered me a great chance to learn about lighting and our render process, and continue working with what I love: stylized texturing. In this position I created hand painted and procedural textures, built shaders for Redshift, set up lighting for sets, optimized and cleaned up files, and set them up for the Post/VFX department.
Worked on several 3D animated productions such as RWBY, Red vs Blue, and gen:LOCK. In charge of modeling, unwrapping, texturing, shader creation and file cleanup for environment assets and props.
During my time at Junction Point I created and textured props, polished outsourced assets, built shaders, blended terrain textures, and modified UV maps to accommodate our unique shaders. It also involved a lot of optimization and solving visual bugs.
Through being a remote contractor for outsourcing studio Shadows in Darkness, I was able to create textures for DLC content in Gearbox Software's Borderlands 2.