Passion, creativity, and dedication are three qualities that has brought me to the level I'm at today as an Artist. I strive every day to strengthen my skills and pursue the endless stream of creativity that flows all around us. This stream of creativity and beauty is what drives me to capture and release it into the world in my artwork. I graduated from CCS (College for Creative Studies) in Detroit with a bachelor in Entertainment Arts, and have since worked in the automotive innovation design department at Visteon.
Visteon is an automotive company that is striving to gamify today’s automotive products. I was brought into Visteon during my junior year of college in order to help design graphics for their artificial intelligence projects known as HABIT. For more than three years since I’ve started my career as a CG Designer at Visteon, I have learned a lot about innovation in design with consideration to real life scenarios, as well as the ability to work fast, and juggle multiple projects as they come in for pitches. I was the lead Artist for more than 6 separate projects that were shown in the 2012, 2013, and 2014 CES at Las Vegas. My importance to the company is my ability to design and create stunning 3D and 2D visuals with my college background in entertainment arts. I use Maya, Zbrush, Substance Painter, Adobe suite, and the Unity game engine in order to produce realistic real time graphics. I’ve worked on project associated with Porsche, Nissan, Hyundai, Lincoln, Chevy, Ford, and Honda that required me to design or adapt production assets into the next level of human to machine interactivity.
Outside of Visteon I was part of a team that created a survival horror game called Frigid in the Unreal game engine. This was part of a collaboration project between artists from CCS and programmers from University of Michigan (UM). I was the lead prop and character art director with responsibilities for making sure that the level of polish in all the models from textures to the style each asset fit with in the design of our game. By the end of April 2012 we had Frigid fully running in the Unreal Engine, which was on display at UM and CCS. Today I keep up with the latest design trends through video games, movies, and photography. In my spare time I constantly sharpen my 3D skills and 2D foundations in personal projects.