Hi! My name's Jayson, thanks for stopping by! Since you're here, I might as well tell you a bit about myself:
I started my journey in Blender and Unity back in 2012 as a hobbyist, and then went on to pursue a degree at New England Institute of Technology for Game Design. During my time there, I practiced collaborating with small teams and adopted an agile workflow.
Since then, I've been involved with a few small studios where my task-management skills and generalist mentality have provided me with ample opportunity to balance project scope with realistic artistic vision and execution. As a member of those teams, I have consistently sought to improve all of our standards with prompt and deliberate feedback, encouraging more clear and direct communication whenever possible.
It is my goal to help projects be realized, and for desirable growth for everyone involved. Afterall, as artists, there's always something new to learn.
Environment art including sculpting and hand-modeling cavernous environments, particle effects, set dressing, respecting polycounts and batches/ drawcalls, vertex painting, adhering to art/ style guidelines, developing promotional animation material, collaborating across departments to find new and creative ways to solve problems/ implement revisions.
Responsible for overall art direction, set-dressing and lighting, pipeline workflows, technical development, marketing/ promo material, realistic PBR models, rigging and animation in Unity.
Retopology for playground equipment for use in CAD programs
Color and camera work for high-quality still renders in Keyshot
Responsible for set-dressing and lighting of scenes, polishing of outsourced and creation of in-house 3D assets using Maya, Substance, and zBrush, and tool development for use in Unity.
Instructed mixed-level courses on 3D Modeling, Rigging, Materials and Texturing, and Game Programming for Artists, using programs such as Maya, Substance Painter/ Designer, and Unity.