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On Demigod, my primary role was environment art and pipeline design. I handled most of the environment art in the game to one degree or another, including complete control of several maps, modeling, texturing, concept, lighting, and polish across the whole product.  I also collaborated on shader-based flow systems for the water and lava and skybox planes, and worked directly with our graphics engineers to find efficient solutions to art issued caused by the extreme levels of zoom.