Modeling environment art from blockout to finish (based on leveldesign blockout or from scratch), lighting and color-correcting the world and optimization/polishing. Mentoring intermediate Zbrush users, workflow experimentation, writing/maintaining documentation for new starters/fellow employees.
Besides working for triple A studios I've had the chance to work closely with Gametextures.com for whom I did individual textures which are now being sold on their website.
Resposibilities: High/Low poly modelling, Texturing, Uv-mapping
Modeled/Textured several props and environment assets for Killzone: Shadow Fall.
Resposibilities: High/Low poly modelling, Making LOD's, Texturing, UV-mapping, Creating shaders.