I’m a 3D Character Artist focused on creating realistic, game-ready characters for real-time engines like Unreal Engine 5. I currently work at Avalanche software as a 3D Character Artist. I love what I do and I love learning.
I previously worked as a character artist and game director for the GDWC finalist game SKYGUARD, the 2025 video game capstone at Brigham Young University. I pitched and led the undergraduate project.
BYU’s animation program is ranked #1 in the United States in The Rookies’ Production Excellence category for video games—an award that recognizes schools for accurately replicating a real-world production studio environment.
Feel free to introduce yourself and message me!
For Skyguard, I designed and sculpted the hero character, creating a detailed high-poly model and optimizing it into a clean, game-ready asset under 70k tris. I refined topology and UVs for efficient use in Unreal Engine 5 and developed dynamic master materials along with a texture array workflow to boost visual quality while maintaining performance. I worked closely with riggers and animators to ensure the character deformed properly and functioned smoothly in-game. Additionally, I helped lead cross-departmental meetings to align the character’s design with gameplay and narrative goals.
I Instructed and taught a group of 45 students various 3D modeling techniques in Maya, Zbrush, and Substance Painter. I also provided hands-on guidance and feedback to students on their projects, helping them improve their skills and techniques.
I Optimized/created more than 20 character rigs that are compatible with Unreal Engine. I also had the opportunity to lead and manage a team of 10 artists to complete various complex 3D modeling projects within deadlines and budget restraints.
I Co-constructed an efficient pipeline by helping introduce industry-standard 3D software such as Unreal Engine in order to effectively increase workflow productivity.