I have been actively working in the US gaming industry since 2011 after I released my 2nd full
CG animation. I have been part of all sorts of teams - from very small (5 people) to large
multi-location studios with a variety of budgets and games for different platforms.
Recently I have been mostly in Principal/lead roles - actively being part of the day to day
production, while helping other team members/outsourcing teams achieve the goals of the
production.
Six Days in Fallujah (Early Access - Single Player, Co-Op, Multiplayer; TBD/PC)
▪ Creating/Updating modular/procedural environments (interior/exterior) for major war areas in the game + Auditing the builds
due to quick release schedules for project backers
▪ Guiding the team on middle eastern architecture based on past knowledge and references and mentoring Jr artists
▪ Working closely with Creative direction, Art direction, Engineering and Design to solve variety of issues emanating from the
procedural nature of the title
▪ Taking leadership for improving traversal in the entirety of the game
▪ Art leadership in one of the 2 announced Campaign levels
▪ Serving as lead level architect in creating/designing environments for this unique title with multitudes of layers of complexity
from concept to the final polish phase with strong focus on environmental storytelling and narrative
▪ Creating a variety of exemplar levels for establishing the look of the game and resolving all the incoming issues in the process.
▪ Creating documentation and guidance for the rest of the team (inhouse and multiple outsourcing studios) with regards to all the
level building updates/techniques; reviewing all the upcoming work to make sure the quality of the entire game stays consistent.
▪ Working closely with Creative direction, Art direction, Engineering and Design to solve variety of puzzles/issues emanating from
the unique nature of the title and level mechanics
▪ Taking ownership of all the modeling, Texturing and Shaders in the game by either tackling the task myself or directing/guiding 4
external outsourcing teams (reviewing about 15-20 assets on a daily basis)
▪ Being involved with technical Art, Lighting, Composition and atmosphere and mentroting Jr artist in the team
Unannounced “Google Stadia” Title
(single-player; TBA)
- Establishing the entire art pipeline for a procedurally generated game with AAA quality on Unreal4
- Creating the entire shader/material network which can support such high quality extended for the proceduralism
- Creating all art for levels in collaboration with the design team
- Supervising and integrating outsourced assets into the pipeline
Last of Us - Part 2
(single-player; PS4)
- Model realistic looking 3D environments, based off an idea/concept or real-world references
- Worked closely with Art direction and Level Design as a team to plan and execute the creation of a level
- Working with Art Director on establishing the look for the next evolution of “Episodes”
- Creating new PBR pipeline to be used in conjunction with proprietary 3D engine and documenting the workflow
- Establishing the look of Episode backgrounds in 3D space and communicating with outsourcing for re-paints
● Leading the Pilot team in creating outstanding/lifelike 3D representation of real world objects and scenes for various presentation formats (image/video) for variety of clients each with their own unique set of challenges
● AR (Google Tango)/VR asset optimizations and integration in Unity
● Call of Duty: Advanced Warfare (singleplayer/multiplayer)
● Call of Duty: Advanced Warfare DLC1/DLC2
● Call of Duty: Modern Warfare 3 (singleplayer/multiplayer)
● Call of Duty: Modern Warfare 3 DLC1/DLC2/DLC4
● Call of Duty: Black Ops2 (multiplayer)
● Call of Duty: Ghost (multiplayer)
● Parallel Lines – Runaway A short I made for Philips TV Parallel Lines competition through Ridley Scott associated agency
● Iceshed Short film (http://www.imdb.com/title/tt1523306/ ) A 13minute full-CG short film based on my own script through every stage of production previz/modeling /texturing /animation /mocap /VFX /compositing /editing /sound design)
● Monster vs. Aliens (Game Cinematic – 5 sequences) Technical director working on hair/cloth/lighting/effects/rendering
● Xavier: Renegade Angel (TV show 9 episodes) Sequence supervisor, working with all the team responsible for animation and making sure all the shots on each episode get delivered on the deadline as per client’s request