I was contracted by Team Bondi between 2007 and 2011, starting work within the environment art department and eventually working my way to the Character art team.
During my time at the studio i created various 3D models and textures which included environmental assets (terrain & buildings), props/costumes characters models, as well as working to process and clean up scanned actor head data for the creation of real-time art assets. My duties included high & low polygon sculpting, UV mapping, texture/map baking, LODs and skinning.
I worked with a variety of design tools (primarily Maya, Photoshop & Zbrush) and successfully completed various extended crunch-time periods during development of LA Noire. I stayed at the studio until the completion of the project.