Call of Duty: Black Ops 4
As a Junior Environment Artist at Raven, I work in a collaborative team setting and am responsible for creating a variety of assets, models, materials, world geo, and set-dressing.
I most recently worked on taking areas of the Blackout battle-royale map from blockout to final art. In order to ensure project goals of the Black Ops 4 launch schedule were met, I also worked on optimization and essential bug fixing tasks.
The Emergent Media Center is an academic Center of Excellence at Champlain College that, in partnership with industry, public institutions and nonprofits, creates a laboratory/studio environment in which students collaborate with each other, faculty and clients to develop new concepts, processes, uses and applications for games and other emergent media.
Currently, I am a 3D Artist at the Emergent Media Center and my responsibilities include creating usable 3D prop and environment assets for the contracted or experimental projects the studio would work on. These assets usually followed a style guide determined by the client or the project needs. An example of a contracted released project was an interactive experience named Flight. I was responsible for most of the vehicles, FX, and some animation.
http://www.champlain.edu/about-champlain/news-and-events/btv-and-flight
Most recently, I worked on Eden VR, an olfactory Virtual Reality experience. We partnered with local Vermont business, Alice and the Magician, to deliver a scent-based narrative experience within a virtual reality environment.
http://tybolster.artstation.com/projects/oovlq
My responsibilities in the Maker Lab include facilitation of hardware, including the Makerbot Replicator 2x 3D Printer, Projet 4500 3D Printer, and Epilog Laser Engraver as well as their corresponding modeling, slicing, and vector softwares. I also facilitated workshops where students can come and learn various maker skills and operation of the lab's machinery.
As a member of the Maker Corps, I worked with the Children's Museum of Pittsburgh during the summer of 2015 to facilitate hands-on activities for a multitude of demographics, mainly children ages 5-13. These activities included traditional physical skills like woodworking, sewing, and tool usage as well as digital skills like programming, 3D modeling and printing, laser cutter usage, arduino usage and e-textiles.