Blue Shift Inc : 3D Environment Artist
April 1997 - May 1999
At Blue Shift, designing levels from the ground up meant a lot of organization between the Artists, the Programmers, and the Level Designers. I was able to help organize the flow of this information, and adjust and improve the efficiency of the pipeline from Maya, to Multi-Gen, to the in-house real-time engine. This included modeling and scene file organization standards, as well as texture map considerations and optimization.