Hello, my name is Thomas and I make 3D art! I'm self taught since 2015, and living in beautiful Vancouver, Canada.
Ambrosia Sky is a Unreal Engine 5 first-person game about cleaning up a deadly fungus contamination, on a sci-fi colony on the rings of Saturn. I was the primary environment artist for most of the production up to release.
Created most of the level art, modular kits, props, and environment tileable textures.
Lighting and post processing for all levels.
Authored environment master materials, including the vert painting material used to give our environments a distinctive high contrast style.
Assisted design and tech art to help form our lighting blueprint setups. Light states were fully changeable in game due to the players ability to turn them on and off by cleaning them.
Guided and reviewed the technical requirements and quality for assets delivered to us from contractors.
Assisted in running marketing booths at PAX West and Vancouver Game Garden, showcasing to gamers and media.
Unreal Engine first-person shooter with stylized medieval and modern art.
Crafted intriguing environment art using modular kits after being handed blockouts from level design.
Utilized Unreal's Nanite, terrain and foliage tools, created master materials, designed basic Blueprints, and modeled several weapons.
Project names are under NDA and not shareable.
Feature quality Apple TV sci-fi animation for teens.
Built lush alien jungles, sci-fi hard surface environments and sculpted assets to feature quality.
Mentored and gave direction to the environment team, approximately 20 artists, including facilitated training sessions on tools within Maya (Mash, Bifrost, tileable textures).
Organized social events to bring the team together.
Built environments and assets for a stylized animation for Unreal Engine 4.
Facilitated training sessions for Proper Topology, Maya Mash, Vertex Normal Projecting, and UE4 Lighting.
Modeled and set dressed numerous hero assets and recurring locations. Tasks included several hero buildings, parks/wilderness, assets and foliage, and all but one of the show’s vehicles. Helped create environments and hero assets for multiple pitches during downtime.