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Splinter Cell: Blacklist

For the majority of Far Cry Primal's production, I had the chance to lead up a small team of artists (Yukiko Otsu, Texture Artist and Darren Horrocks, Modeler) to help our counterparts (Agustin Trechi - Technical Artist, Adam Lacharité - Modeler, Pascal De Sampaio - Texture Artist) at Ubisoft Montreal to create the Biomes for the Open World of Far Cry Primal. We ended up working on assets for half the biomes, specifically, the Tundra & Glacier biomes along with helping with some assets for the Temperate and Taiga biomes.

I had a three-prong role on the project, one part production (making assets with the team), one part technical (reviewing and profiling our assets to get the best out of them within budget), one part management (running weekly reviews with MTL, making sure the team got the feedback/information they need, communicating heavily with MTL).

 

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**Disclaimer** Any of the levels pictured below are not mine. They are merely showing how the biomes we worked on were used in the vegetation recipes & level artists in the context of the levels.

^Rollover image to see Night Time-of-Day Version

^Rollover image to see Night Time-of-Day Version

 

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Specific assets I owned throughout production. I did all the modeling between SpeedTree & 3DSMax with texturing done by Yukiko Otsu. Some models/texture were initially made by Pascal De Sampaio & Adam Lacharité before they were handed to us at Pre-Alpha.