The result of 10 years of "That's so pretty! I wanna do that too" in the industry. After years learning the entire game art pipeline from concept to engine, I still have my one goal: making gorgeous games 💚 Addicted to Unreal Engine, breathes technical art and love 3D art!
Established and ensured the Art Direction of the project, from concepting to engine. Created art workflows, tools, production guidelines and documentation. Responsible for junior artists feedback, planning and art approval.
As a generalist artist, my role was to work along with all art disciplines. I have worked on features from concept to modeling, vfx, characters and others for the AAA level live service game Big Time.
Main Technical Artist on the game Moonglow Bay (2021, PC / Xbox). I have worked alongside the art director (Lu Nascimento) to create the very unique sea visuals that the project needed.
2017/2018 - MMORPG PROFANE (pre alpha): Modeling and texturing of equipment, creatures, characters, environment and props. Diverse VFX of bosses, combat, creatures and potions. 2019 - MMORPG PROFANE (back to pre production): Research, prototype and definitions of environment, documentation, and a character customization system.
Created characters concept and/or modeling for unreleased PC and mobile games.
General didactic and advertisement illustration
colorist for didactic children books