The Sims 4: World Building

As a World Builder, I was responsible for Level Design, Terrain Sculpting and Painting, Set Dressing, Asset Creation, Water creation, Hard Surface modeling, Lighting, VFX placement and Performance Testing and Optimization.

I created levels for the following shipped packages:

The Sims 4: Island Living
The Sims 4: Realm of Magic
The Sims 4: Journey to Batuu
The Sims 4: Cottage Living
The Sims 4: High School Years
The Sims 4: Horse Ranch

Vainglory: Sovereign’s Rise

Sovereign’s Rise is the second map created for Vainglory, which expanded gameplay from 3v3 to 5v5. Development of this map was done on an extremely short schedule, and we utilized outsource teams to meet the tight deadline.

As SEMC grew, so did my responsibilities. I created a staffing plan, interviewed and hired several Environment Artists, trained the artists on the pipeline and proprietary engine, onboarded and outsourcing studio, and had direct oversight of the direction and feedback for the creation of the second, larger 5v5 level.

VainGlory: Halcyon Fold

The Halcyon Fold is the first 3v3 map created for VainGlory, the MOBA perfected for touch

Working at a startup means wearing many hats, and Super Evil Megacorp was no exception. Being there at the inception, I had a hand in guiding the aesthetic style of the environment.

Vainglory was developed for the mobile device platform, where players would be in direct contact with their screens, tapping and sliding to control their characters. We sought to evoke this tactile experience with the aesthetic, and so leaned into a textural quality, rich hues, and vibrant lighting. We set ourselves apart with a textural quality and moody lighting. The dark ground and deep shadows provided the backdrop for vibrant characters and VFX. 

Lead Environment Artist at Super Evil Megacorp