BET MGM: LIBRARY OF GAMES - Maya, Houdini, Substance Painter

Modeled a curved extension to the staircase. Created shaders for the architecture in the corridor of the fountain scene, and modeled/ cleaned up select architectural elements to further enhance the scene. Reduced polygons for hallway architecture to speed up render time.

DOMINOS: APPLE CARPLAY - Maya, Substance Painter

Fully responsible for modeling and texturing the neon drive-through sign and flying burger, ensuring that both assets integrated seamlessly into the scene’s overall aesthetic.

DOMINOS: PIE DIVERS - Maya, Zbrush, Photoshop, Houdini

Modeled male and female skydiver variations, including two distinct body types, to ensure variety. Made adjustments to outfit models and created multiple texture variations to match different Domino’s uniforms as well as other articles of clothing worn by actors on set. Developed shaders and textures for skin, hair, and other attributes, ensuring visual range.

DOWNY: COMFY COZY - Maya, Zbrush

Fully responsible for sculpting detailed folded fabric to match reference material. Modeled parts of the Downy container to fully match product details and accurate scaling.

DR PEPPER: STRAWBERRIES & CREAM - Maya, Houdini, Substance Painter

Worked on the layout of cg cans in the ‘Game Show’ spot for the Jeep, establishing accuracy in their placement on the plate and to alignment with the scene’s practical cans.

DR PEPPER: STRAWBERRIES & CREAM - Maya, Houdini, Substance Painter

Created shaders for the oil derrick and adjusted textures and shaders to better match the surrounding foreground buildings. Enhanced the derrick by modeling additional pieces and making adjustments to meet client notes.

BOOST MOBILE: “Ith Tho Good” - Maya, Zbrush

Sculpted the snake, focusing on anatomical accuracy and scale so it could be composited easily onto the snake footage (CG double visible when striking hand). Communicated closely with the rigging and lookdev artists, adjusting the model to their requests. Created high poly mesh to highlight detail in parts such as facial scales and ultimately be used as a displacement map.

VILLAGE MEDICAL: FACTORY - Maya, Houdini, Photoshop, Zbrush, Substance Painter

Refined models for clothing, hair and props. Developed shaders and textures for skin, hair, clothing, accessories, and additional attributes, allowing the sim artist to create a wide variation of looks. Took full responsibility for texturing and shading the structural beams and ceiling, as well as modeling and shading the poles the CG doctors are suspended by.

MCCORMRICK: THIS HOLIDAY SEASON - Maya

Modeled SnapTight bottles with clean, optimized topology. Created shaders for the lids and bottles. Organized and streamlined 5+ years worth of assets to improve future workflow efficiency.

DOMINOS STRANGER THINGS - Maya, Substance Painter

Fully responsible for modeling and texturing “HNL” sign.

GE: OPENING DAY - Maya, Houdini, Photoshop

Modeled proxy geometry for the stadium and aligned over 3,700 seats to footage. Extended the left stadium wing to meet the creative vision. Created textures and shaders for over 45 clothing patterns and textiles while taking initiative to maintain historical accuracy. Developed an organized spreadsheet to catalog texture variations, improving communication with the team and ensuring range in color and value across assets.

CHEETOS - Maya, Zbrush

Assisted with modeling and texturing Cheetos assets, utilizing nCloth and ZBrush to achieve the desired shape and add subtle, realistic crinkles.

TRUIST: UNSTOPPABLE TOGETHER - Maya, Photoshop, Substance Painter

Modeled proxy geometry to accurately represent the environment. Aligned 13,500 stadium seats to footage, ensuring seamless integration. Textured and shaded over 60 unique variations of t-shirts, jerseys, and props, including creating designs that merged branding with the look of authentic football fan merchandise. Identified and resolved color space issues and proactively addressed challenges with outsourced materials.

DR PEPPER: STRAWBERRIES & CREAM - Maya, Houdini, Substance Painter

Fully responsible for modeling and lookdev of Dr. Pepper cans and ice cubes in all three spots, utilizing procedural shading for the ice to introduce variation and match the practical fake ice used on set.

DORITOS: ANOTHER LEVEL - Maya, Photoshop

Animated hovercraft flight paths using curves and the animation curve editor, confirming smooth integration into the city environment while avoiding collisions. Created detailed window textures and contributed to layout, scene organization, and asset cleanup.

STARBUCKS: LAVENDER MATCHA - Houdini

Collected background plant assets and developed shaders to match the look of the foreground plants.

TRULY: TEQUILA SODA - Maya

Modeled an extension of the waterslide. Utilized Python scripting to evenly distribute bolts flush to points along connecting seams. Aligned the CG extension to footage. Designed and modeled the underlying structure to enhance realism and improve integration with the scene.

BET MGM: LIBRARY OF GAMES - Maya, Houdini, Substance Painter

Modeled and textured all bookshelves, securing integration with real shelves. Adjusted shaders for books and objects on the shelves. Modeled and designed the golden vaults using reference materials for inspiration.

SEATGEEK - Houdini, Substance Painter

Textured basketball to match the client’s vision and reference images.

HUBSPOT: SMOOTH CRM

Modeling/ Shading/ Layout

ALASKA AIR: NOMINATION - Maya

Modeled geometry to match and extend set pieces. Created window models that reflected modeled set pieces. Modeled sliding doors.