The Sims 4 - City Living!
I loved working on this expansion pack for The Sims 4. I created Myshuno Meadows, the park in the middle of the big city. With a lake, playground, wedding venue, and butterfly garden, this place has a ton to engage the players.
April - September 2016
For the last 5 months I have had the pleasure to work on the latest episode pack for The Sims 4 at Electronic Arts! As soon as it is released I will tell you all about the world I got to create, set dress, terrain sculpt, light, and create hero props for! It was a blast working with this amazing team.
Personal Work 1/2016
This scene is my first foray into Unreal. I created my own hero prop in Maya and Photoshop, then imported it into a scene I created using the Infinity Blade Fire Lands asset pack. I love the potential for this type of work, using pre-made assets to create the background showcasing unique assets created traditionally and imported.
This scene is my first foray into Unreal. I created my own hero prop in Maya and Photoshop, then imported it into a scene I created using the Infinity Blade Fire Lands asset pack. I love the potential for this type of work, using pre-made assets to create the background showcasing unique assets created traditionally and imported.
June - September 2015
My most recent work has been on Minecraft: Story Mode for Telltale Games. I modeled, textured, and lit environments from initial layout through final pass. The great challenge here was wrapping my head around the idea of a block and pixel world, but once it clicked I found it to be a fascinating challenge to create great environments within the constraints of the Minecraft world.
My most recent work has been on Minecraft: Story Mode for Telltale Games. I modeled, textured, and lit environments from initial layout through final pass. The great challenge here was wrapping my head around the idea of a block and pixel world, but once it clicked I found it to be a fascinating challenge to create great environments within the constraints of the Minecraft world.
Personal Work 6/2015
I have always loved the idea of canal cities and wanted to challenge myself with some water in a scene. I chose a Dutch canal city scene and placed the time of day at dusk. I used Maya and Photoshop to model, texture, light, and render (mental ray) this scene.
I have always loved the idea of canal cities and wanted to challenge myself with some water in a scene. I chose a Dutch canal city scene and placed the time of day at dusk. I used Maya and Photoshop to model, texture, light, and render (mental ray) this scene.
Personal Work 5/2015
I wanted to create an intimate interior scene so I chose a rich Moroccan-style interior. modeled the scene in Maya 3D and used Photoshop for the textures, bump maps and specular maps. I then lit the scene with a nice warm late afternoon sun and cool bounce lights and rendered it in Mental Ray.
I wanted to create an intimate interior scene so I chose a rich Moroccan-style interior. modeled the scene in Maya 3D and used Photoshop for the textures, bump maps and specular maps. I then lit the scene with a nice warm late afternoon sun and cool bounce lights and rendered it in Mental Ray.
Personal Work 4/2015
I decided I wanted to create one of my favorite environments: a redwood forest. Growing up on the West Coast we used to go camping every year, usually in the redwoods. Their sight and smell immediately bring me to a happy childhood place, what better type of environment to create!
I modeled, lit, and rendered this scene in Maya 3D, creating the textures and doing a final composite in Photoshop. I wanted to add a bit of atmospheric fog so I rendered the scene once without fog, and once with it, then composited the fog layer over the original in Photoshop, adding a gradient mask to further control the location and density of the fog in the final image.
I decided I wanted to create one of my favorite environments: a redwood forest. Growing up on the West Coast we used to go camping every year, usually in the redwoods. Their sight and smell immediately bring me to a happy childhood place, what better type of environment to create!
I modeled, lit, and rendered this scene in Maya 3D, creating the textures and doing a final composite in Photoshop. I wanted to add a bit of atmospheric fog so I rendered the scene once without fog, and once with it, then composited the fog layer over the original in Photoshop, adding a gradient mask to further control the location and density of the fog in the final image.

On Skylanders: Spyro's Adventure I worked mainly on the props team, populating the environment with both organic and hard-surface models. All the textures were hand-painted and my texture work during pre-production was used to help establish the look of the world.
As Moira Knowlan for Tony Hawk and Madagascar 2

For Madagascar 2 I worked on the terrain for Mort's mini-game and with the props team on some iconic items like King Julian's Throne and his birthday cake. I also populated environments with existing assets and blended textures for a more polished look.

Downhill Jam was my first game and I came into it about 2/3 of the way through production. At this point I was still a student and learning everything I could so I mostly worked on blending existing environmental textures to create a more polished look and began to create hand-painted textures of my own.