• Prototyping, environments, vehicles, props, hard surface modeling, user interface design, architectural and product visualizations • Modular tile system creation from proxies to final assets. • Establishing and overseeing the creation of art game tools and workflows, in conjunction with programming and design leads. • Exceptional organizational and risk-management skills, along with a high degree of detail orientation. • Identifying tech, design or other dependencies that need addressing before art can proceed on scheduled tasks.
Tools • Maya • Blender • 3DS Max • Photoshop • Unreal Engine • Microsoft Expression Blend • Final Cut Pro • Aperture • Vray • Hansoft • Perforce • Microsoft Office programs • I am also capable in traditional mediums such as various painting techniques and clay sculpting.
About me After completing my degree in Industrial Design and working for two years as a 3d modeler at R.E.M Infográfica (Spain), I entered the games industry by winning a nationwide video game design contest in Spain which led to my joining the team at Psygnosis (UK) in 1998.
Since then I have worked on nearly every graphical aspect of video games including the creation of high and low-poly models, environment art, concept art, game and level design, texturing, special effects, lighting, and ensuring the quality of the products produced by outsourcing companies.