• Built models and sculpts based on the episode requirements and 2D designs while
considering the density and flow of topology and consistently hitting deadlines.
• Provided high poly to low poly bakes from ZBrush for the surfacing team.
• Modified pre-existing assets to match current episode standards and requirements.
• Set up and quality checked render footage from Unreal Engine 4.
• Filled in as support for Animation, Modeling/Set Dressing, and Virtual Production to
maintain strict deadlines and quality standards.
• Communicate effectively with different departments to investigate the causes of any
technical issues in a timely and efficient manner.