Environment Generalist @ Framestore
I worked extensively on Background buildings, including skyline structures, all modeled in Maya. While these were not foreground hero assets, they played a crucial role in establishing the location of the park.
Additionally, I handled visual development tasks for the texturing team, creating concept guides to assist with asset texturing and passes for the fx team. I also contributed to multiple 360-degree sky matte paintings and executed six-pack projections for the interiors of the "watchtower," including compositing work.
Beyond environment modeling, I supported the texturing department by adding additional detail to various buildings.
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