I joined Liquid Development in 2004 as an Cinematic Environment Artist. I quickly took on many different roles including Prop Artist, Map Artist and Art Manager. It was a fantastic, fast paced learning environment with ever changing demands and a huge variety of art styles to master.
As our team was comprised of global talent, I learned firsthand the value of communication and proper documentation. I wrote many tutorials and provided feedback on an almost daily bases. I also traveled to several of our client studios to learn exactly what they expected and formed great working relationships.
The clients included Bioware, GearBox, EA and Microsoft among others. I worked with many proprietary game engines as well as off the shelf engines such as Unreal Engine 3, just released at that time, and learned quickly the ins and outs of content production for all of them.