Started work on the Polus Point map expansion for Among Us 3D as an Art Lead and Technical Artist, and was later promoted to Art Director.
Defined the exterior/natural landscape art style of the map, while also modeling the Hallways, Ejection Site, Dropship, Specimen, Office Exterior, and Medbay Exterior locations. Led other artists in their creation of Oxygen, Reactor, Quarry, Admin, Bathroom, Office Interior, and Medbay Interior, as well as doing an optimization, cleanup, and lighting pass on these rooms. The map was optimized to run at 60fps on a standalone Quest 2. Other environment artists included Mayen Mcclain and Andrey Chen