I joined The Sims 4 early in development as the team was transitioning from a previous version of the project. It was exciting to help define the visual style and character direction that would eventually become the final shipped game.
Due to strict art and performance budgets, we developed characters using a diffuse-only texture workflow without normal maps, specular maps, or built-in color tinting. To improve efficiency, I created a Photoshop-based color tinting workflow that allowed the team to quickly generate and manage multiple color variations.
I also contributed to various prototyping efforts, including exploring hair and hat systems, teen characters, and different hair modeling techniques to help establish future character workflows.
One of the things that stood out most about my time on The Sims team was the culture. The team was highly collaborative, supportive, and placed a strong emphasis on work-life balance—something that was especially notable for its time
https://www.ea.com/en/games/the-sims/the-sims-4
Due to strict art and performance budgets, we developed characters using a diffuse-only texture workflow without normal maps, specular maps, or built-in color tinting. To improve efficiency, I created a Photoshop-based color tinting workflow that allowed the team to quickly generate and manage multiple color variations.
I also contributed to various prototyping efforts, including exploring hair and hat systems, teen characters, and different hair modeling techniques to help establish future character workflows.
One of the things that stood out most about my time on The Sims team was the culture. The team was highly collaborative, supportive, and placed a strong emphasis on work-life balance—something that was especially notable for its time
https://www.ea.com/en/games/the-sims/the-sims-4