Personal - Wet/Puddle Shader (Unreal 4)
Professional - Amazon, TRB Studio
These were some real time assets based on real-world products that I created for Amazon's holiday gift guides. Most of these were middling-high polygon counts (2000-8000 tris) which would be displayed on Amazon's site in interactive 3d. We had a very aggressive schedule, and I knocked out about 40 models with textures in a little over two months. I focused mostly on hard surface models, but we did a range of products.
Professional - Forza Motorsport 6
After working for years on the Forza franchise for an outsourced team, Turn 10 brought me into the fold officially for Forza Motorsport 6, where I was a track lead. I was in charge of all production for multiple race tracks, including Le Mans, Indianapolis, and Hockenheim. I did also initial set-up and assisted with Silverstone, Sonoma, and the Top Gear tracks as well. The duties of a track lead are varied, including art direction, model and texture creation, asset cleanup, optimization, and management of in-house artists and outsourced teams. Here is what I and my teams put out for the game, with specific breakdown notes on the images.
Personal - Stump (Unreal 4)
After working in a custom engine (Fuel) for the last few years, it was good to get back to Unreal. I just wanted to play around with Z-Brush for a little natural-environment set piece with lots of fun texture work.