Hello -- my name is Blaire.
I'm a passionate and dedicated environment artist with over 5 years of professional experience, most recently having worked on Marvel's Iron Man VR and an unannounced title for a major IP at Camouflaj. While at Camouflaj I wore many different hats and gained a wide range of experience in creating eye catching visuals for video games. I developed a reputation amongst my coworkers as a personable and reliable team member; a quick study, technically minded; invested in best practices and constructive actionable feedback.
Ever since childhood, art has been a major focus for me. I attended an art magnet school for both middle and high school and pursued my own independent studies in game design, culminating in teaching a number of class sessions to my peers. During a summer camp between my last years of high school, I discovered 3D modeling and have never looked back.
Before starting at Camouflaj, I have done environment work and art directing for a number of student projects, taught game art and design at various summer camps, worked in QA for the MMORPG Guild Wars 2 and Guild Wars 2 Heart of Thorns, and produced freelance environment model work for multiple projects.
Profile:
I have dedicated my professional career to creating stunning game art, and pride myself on being a flexible, multi-discipline visual artist. Others know me to be a reliable, technically minded coworker who gives insightful, actionable feedback. I am driven to ensure excellence in artistic quality while using sustainable pipelines.
Skills:
Substance Designer
Substance Painter
Shotgun / Jira
Marvelous Designer
Python and C#
Zbrush
Autodesk Maya
Photoshop
Unity and Unreal Engine
Multi-disciplinary teamwork
Adaptable to change
Nonviolent Communication
Work Experience:
Three Space Lab, Remote | 11/2021-07/2023
▫ Sole asset artist on a small team developing an unreleased VR app
▫ Responsible for Photogrammetry cleanup, constructing full scenes, processing architectural models into realtime ready assets, and providing art assets for feature needs.
▫ Developed a material library, concepting and documentation, internal art pipelines.
▫ Provided guidance to engineers covering industry standard best practices, optimization, and engine tools.
▫ Handled promotional video editing, authoring shaders, scene optimization, lighting, VFX, animation, skyboxes, and character art.
Camouflaj, Bellevue, WA | 11/2016-03/2021
Marvel's Iron Man VR (Nominated for Best AR/VR Game of the Year) | Currently Unreleased Title
▫ Art level lead for Marvel's Iron Man VR Helicarrier level and co-lead for Ghost Lair level. Collaborated with art team on direction, acted as point of contact for all teams and outsourcers. Contributed to full end to end product delivery, including design, development, quality assurance, and integration into final development branches.
▫ Primary artist of two heroic assets: Tony Stark's Mansion (exterior) and the Helicarrier.
▫ Constructed the initial 1:1, detailed graybox of 25sq km of central Shanghai. Identified and developed over 70 unique, real-world accurate proxy assets. Used map resources, Mandarin translation tools, and architectural research for identifying and scaling individual buildings. Also defined the layout of more generic city buildings.
▫ Communicated directly with international outsourcing vendors, leveraging Shotgun for quick iteration. Negotiated development time-frames and ensured the delivery of quality assets via feedback, documentation, and direct edits.
▫ Created blend-shapes, animations, and simulations for dynamic environment props
▫ Established internal and external art pipelines and best practices in collaboration with the art team, while producing assets and environments optimized for VR spaces.
▫ Liaised with graphics engineers and VFX to build complex key assets, such as flow maps for water assets and interactive props, that leveraged bespoke technology created by engineers.
▫ Collaborated with level designers to create graybox mission spaces, experiment with interactive elements, and produce first-pass spaces for play-testers to engage with preliminary gameplay loops at realistic scale.
▫ Created Maya art tools and documentation for both in-house and external use
iD Tech, Seattle, WA | 07/2016-08/2016
Designed lesson plans and taught Unreal 4 to 32 middle and high school students over four weeks. Student projects exceeded expectations by including skills such as: AI, non-generic character models, and animation state machines.
Mobius Industries, Kirkland, WA | 03/2015 - 09/2015
Quality assurance tested for Guild Wars 2 and Guild Wars 2 Heart of Thorns. Received multiple internal awards for excellence in bug reporting.
Volt | VMC, Redmond, WA, 11/2014-03-2015
Provided functionality and usability testing for consoles and games.
Cab Calloway School of the Arts, Wilmington, DE | 07/2011 & 06-07/2012
Assisted teaching 2 courses on the Unity 3D engine in 2011. In 2012, taught a course on 3D modeling, a course on Photoshop, and a two week course on the Unreal Development Kit.
Freelance Experience:
Resurgent Games 01/2016
Created multiple environment asset packages for an indie game working on getting greenlit on Steam.
2Dawn Games 05/2013
Created freelance 3D environment art for a mobile game, produced through 2Dawn..
Education:
Savannah College of Art and Design | 2010 - 2014
Summa Cum Laude
BFA in Video Game Development