Professional Experience

Mindwalk Studios - "Uncharted 4: A Thief's End"  - March 2014 - March 2016

Texture Artist / Environment Artist

  • Modeled, Sculpted, and Textured assets to be integrated in engine using next gen texturing techniques.
  • Developed Training for new workflows, software, and next gen PBR techniques via video tutorials and an internal wiki.
  • Gathered Reference and Interpreted Client Briefs to ensure that quality and expectations were met. 
  • Created an Internal Substance Material Library using client tools for use throughout the project.

Mindwalk Studios - “The Last of Us: Left Behind DLC” - November 2013 - February 2014

Texture Artist/ 3D Modeler

  • Modeled and Textured assets to be integrated in engine.
  • Remotely Set Dressed content for a selection of levels.
  • Developed Training For Multiple Programs to achieve more efficient workflows throughout production. 

Mindwalk Studios - “Need For Speed: Rivals” - June - November 2013

3D Modeler

  • Created and integrated LOD and shadow meshes using the Frostbite Engine.

community outreach

Guest Speaker At Mars Era Institute Of Digital Arts For Mindwalk’s Lecture Series

                “PBR, Substance, & the Next Gen” - 2015

                “Marmoset, Rendering, and the Importance of Portfolios” - 2015


Substance Designer (3.0 - Current)

Autodesk Maya (2011 - Current)

ZBrush (4R2 – Current)

Marvelous Designer


Unreal Engine 4

Marmoset Toolbag (1.0 - Current)

Quixel SUITE


Procedural Texturing

High and Low Poly Modeling

Digital Sculpting

Traditional Texture Painting

Cloth Simulation

Set Dressing

Real Time Lighting


Bachelor of Fine Arts, Interactive Design and Game Development 

Savannah College of Art and Design, 2009-2013