Howdy! I'm Sarah, a senior character artist based in Seattle. I have over 10 years of experience in game development with an emphasis on creating characters and creatures, as well as guiding small teams of multi-disciplinary artists. When I'm not spilling coffee on myself, I'm bettering my skills by studying from life, learning new techniques and applying them in many styles. Thanks for taking a look! Cheers!
• Crafted player character suits, NPCs, and creatures using Zbrush and Maya, and textured them using a unique atlas and normal decal method
• Collaborated with the Art Director to adapt and elevate the Astroneer art style for Starseeker's characters and creatures during preproduction
• Partnered with the Art Directior and Technical Artist to conceptualize and spec the custom application feature for cosmetics, guiding development by providing actionable feedback
• Mentored external partners on suit production by writing detailed process guidelines and managing timely, iterative feedback
• Poly-modeled player character suits, cosmetics, and creatures in accordance to art and technical direction
• Adjusted outsourced character assets to integrate cleanly into our pipeline
• Created cosmetic palettes using existing parent materials
• Served as Lead 3D Artist on multiple studio initiatives,including Minecraft Earth and Character Creator.
• Directed and mentored a team of artists, guiding visual development to uphold the Minecraft brand.
• Collaborated with design and engineering on development for core pipelines.
• Wrote documentation to create clarity for asset handoff, expedite onboarding, and reduce errors in content creation.
• Created character skins for the Minecraft Marketplace to drive engagement and revenue.
• Created splash art, logos, animations, and other marketing assets to support regular launches.
• Worked closely with external companies to bring key franchises such as Magic: The Gathering and Power Ranges to Minecraft.
• Created character and weapon assets in a high-to-low workflow
• Actively sought and incorporated feedback from regular critique sessions
• Collaborated with other artists, designers, and tech artists on the development of new creatures
• Invested in testing assets in engine to ensure quality before hand-off
• Assisted with milestone tracking and resource scheduling
• Supported the producer in facilitating communication between team members
• Independent research and data collection completed in a timely and efficient manner
• Gained proficiency in bug tracking software and performed regular quality assurance passes
• Produced a piece of character concept art in accordance with style and technical specifications.