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My primary roles on Supreme Commander 2 were technical and environment art. On each of these levels, I was responsible for concept, modeling, texturing, lighting, prop placement, and pipeline technicalities. I was integral to the level lighting solution in particular, documenting and teaching the system to other artists. The true feat of this project was the enormous amount of work done in a very short timeframe. Level creation utilized Max, Maya, and a Turtle-based lighting solution.

Feel free to ask about technical details - there are a ton!