~ Environment & Lighting Artist
~ 3D Modeler & Texture Artist
Opening Environments

These are a few of the opening environments I built for Avatar: The Way of Water.  I was responsible for pre-visualization, environment design and layout, as well as modeling and texturing key features such as the rock formations and floating mountains. I also created base materials and reusable assets to support the broader scenes for each when needed.


Major Contributions:
~ Solely responsible for the creation of these environments
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing, including composition, scale, and spatial storytelling
~ Developed and fine-tuned lighting and atmospheric effects across all sets

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Designed and dressed the Great HomeTree environment


Date Night

Date Night was a sequence that took place across a series of floating islands, and I had a lot of fun bringing it to life. I was responsible for designing the course that Jake and Neytiri fly through—shaping and placing all of the islands and waterfalls that guide their path. I also handled all of the lighting for these scenes. Dialing in the bioluminescence and spending long hours under the aurora while working on this set made it one of the most memorable parts of the project.

Major Contributions Include:
~ Responsible for the creation of the entire environment
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing, including island and foliage placement
~ Designed and refined the lighting, atmosphere, bioluminescence, and aurora effects

~ Designed and dressed the waterfalls and vine-bridge, and crafted the full flight path for Jake and Neytiri
Coastal Cliffs

I am responsible for the layout, design and lighting of the Coastal Cliffs set, as well as the modeling, texturing and tree placement.  This was one of the first environments I saw to completion. 

Major Contributions Include:
~ Responsible for the creation of the entire environment
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing
~ Designed and refined the lighting and water for this sequence

Metkayina Village

I was responsible for the village and root system layout for Metkayina.  I worked on modeling and texturing all of the high detailed Mauri's and walkways, with more time focused on the Commons and Sully Mauri's.  I also was responsible for all of the prop modeling, texturing and set dressing for the village.

Major Contributions Include:
~ Village and Root system layout
~ Mauri and Walkway design and texturing
~ Prop Modeling and Texturing
~ Full environment set dressing

Metkayina Village
Metkayina Village
Commons Marui
Commons Marui
Sully Marui
Sully Marui
Gorgonian Forest

The Gorgonian Forest is the entrance to the Coral Cave and I built both of these sets together to match the parkour of the Ilu's path.  I am responsible for the layout, design and lighting of the entire set, as well as the modeling, texturing and placement of all the coral used throughout the underwater environment.

Major Contributions Include:
~ Responsible for the creation of this entire environment
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing
~ Designed and refined the underwater lighting and water for this sequence
~ 3D Modeling and Texturing the Gorgonian corals as well as hundreds of other coral used across all of the underwater shots

Coral Cave

Major Contributions Include:
~ Responsible for the creation of this entire environment
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing
~ Designed and refined the underwater lighting and water for this sequence
~ 3D Modeling and Texturing the Gorgonian corals as well as hundreds of other coral used across all of the underwater shots

Ikran Rookery

I am responsible for the layout, design and lighting of the Ikran Rookery set, as well as the modeling, texturing and placement of all the dressing and vines used.  

Major Contributions Include:
~ Responsible for the creation of the entire environment
~ Pre-visualization, blocking, modeling, and texturing of environment assets as needed
~ Full environment set dressing
~ Designed and refined the lighting and atmosphere

~ Designed the root and vine system for the climb up to the rookery

Other Environments
These are a few other environments that I am responsible for building and lighting.
Fishing Hole
Fishing Hole
Highcamp Entrance
Highcamp Entrance
Bridgehead City
Bridgehead City
The Arrival
The Arrival
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