Been working in the industry since 2011 in various roles over the years but my primary focus has always been on environment art and layout in some form of a "real-time" production be it in video games or VAD for movies.
Model, UV, and texture new assets and environments. Update existing previs assets to have cleaner geometry and higher resolution. Take all assets into Substance Painter and hand paint textures in a unique stylized painterly art style. Evaluate existing previs environments to determine what assets need to be updated and what each environment needs to flush it out. Import new assets into Unreal Engine and set dress environments.
Establish the look and feel of pre-rendered cinematic trailers in Unreal Engine 5 from story boards and concept art. Use digital cameras and mocap to set up the timing, shot composition, camera movement, and focal length. Find creative ways to tell a story without dialog as an aid. Other responsibilities include set dec, location scouting, environment block-out, taking proactive steps to keep all other departments apprised of new and upcoming changes to shots and animation.
Create, maintain ownership, and track changes of real-time digital sets from initial concept through to delivery to Weta for final renders. Modeled and textured assets, composed environment and lighting for sets, optimized sets for performance. Led teams in creating a consistent look and feel across multiple sets and locations. Mentored new artists in learning a complex proprietary pipeline. Mentored experienced artists on building skills and disciplines to take on greater responsibility. Provided reviews and critiques to ensure it meets our standards before being delivered.