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Additional Arts Resume Samples
Environment Artist Resume Samples
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0-5 years of experience
As part of a team, developed and compiled photo-realistic, regional 3D databases used to train FAA pilots in various different flight scenarios
- Rigged vehicles for animation and user controllability
- Modeled dynamic, high-detail, optimized hard surface models
- Applied textures using UVW mapping
- Realistically composed, lighted, and shaded 3D environments and props
- Used precise digital painting and photo manipulation to create billboard imagery for the purposes of depicting distant scenery and objects using 360 degree photography
- Invented numerous time/resource saving strategies and methods that improved and streamlined production and workflow processes
0-5 years of experience
Worked with Art Director to create the world environments for Sims 3 Expansion packs (EP1, EP2, EP3, EP5, and EP10) and helped lead team to the completion of numerous Downloadable worlds available through the Sims 3 online Store.
- Modeled terrain and wrote documentation for creating and integrating world and distant terrain using World Machine software
- Gathered reference to present ideas for world look and layout; helped develop reference and style guides for worlds; designed and created world layout maps
- Worked with manager to develop scheduling for tight production deadlines
- Aided in developing asset lists; modeled world props and other assets
- Mentored contract workers, assisted in art direction and review
- Worked with engineers and QA to troubleshoot and resolve problems blocking team
- Performed final world asset tech reviews
- Wrote bug reports, helped fix and assign bugs to team members
0-5 years of experience
Contributed as one of the initial team behind brainstorming, creating and refining the concept, look and feel of the Epic Mickey video game series.
- Created original, compelling concept art and texture production for the final game art.
- Integrated design work done by outsourced artists into the final version of the game.
- Used advanced Photoshop and Maya skills throughout the process from preproduction through style creation to final game texturing.
0-5 years of experience
- Created high resolution difuse, specular, and normal maps and UI elements in Photoshop/Illustrator.
- Edited design documentation pertaining to assets needed for the project.
- Adjusted Excel files for asset production to test finished assets in game and adjust accordingly.
- Familiar with Unity3D development process: memory optimization, shader application, asset preparation, and export. Knowledge of Unity lighting process and creation/application of light maps for levels.
- Reported to Team lead for critique, procedure, and further instruction upon completion of assignments.
0-5 years of experience
Modeled various environments.
- Worked on a team to produce an excellent final product.
- Guided the team through the completion of the project.
- Produced high quality detailed models and animations.
0-5 years of experience
- Modeled, mapped, textured and lit real-time 3d environments for Gabriel Knight 3.
- Directed environment art team.
- Assisted heavily in art tools and process design.
0-5 years of experience
- Optimized and re-structured dozens of Wii and 3Ds-specific levels
- Conducted final pass polishes of each level
- Textured [hand painted] several environmental and game-play assets
- Performed vertex lighting and hand painted all shadows
- Focused on harmonizing color pallet
0-5 years of experience
- Created 3D props and environments
- Optimized levels and assets for mobile platforms
- Created a variety of 2D concepts/assets including game cover art
- Shipped 3 titles on PC, IOS, Android, and Kindle platforms
0-5 years of experience
Wrote tutorials and Wiki pages establishing the pipeline for training new artists
- Created particle effects, ambient animations, custom shaders and other proprietary systems
- Textured ‘sewer’ levels of New York City, Interiors and exteriors across Manhattan, vehicles and props
- Crafted Diffuse, Specular, Reflection, Opacity, Normal, Fresnel, Ambient Occlusion, Height, and other maps
- Proficient use of 3DSMax, Photoshop and ZBrush, and proprietary software
0-5 years of experience
- Created normal maps, ambient occlusion maps and specular maps
- Tuned splines that controls the AI for additional cars on tracks
- Modeled and textured race day objects – tents ez-ups, generators, tool sheds etc.
0-5 years of experience
- Developed modular asset kits per specific requests of level design team.
- Created pixel-density retaining materials and textures for massive hero assets.
- Utilized concept art and art style guidelines to create photo-realistic models, textures, and additional assets.
0-5 years of experience
- Modeled, textured, and set Collision to vehicle assets
- Modeled various environment assets
- UVmapped various assets in different levels of the game
- Applied shaders to game-ready models
0-5 years of experience
Worked on promotional video targeted for children and early teens
- Created environments in the video such as playground, chapel and various other props
- Collaborated with the other artists on the project
- Worked on the creation of a game called Ancient Astronaut
- Created environment assets for the game
- Created environments such as buildings, environments for end cutscene and various props
- Worked on particle effects for the game
- Collaborated with other team mates to complete project in a timely manner
0-5 years of experience
- Primarily created environment art, occasionally made alternate version of pre-existing characters and vehicles.
- Made all of the terrain textures used in the RealWorld simulator up until I left the company.
- I designed and created very advanced shaders using the RealWorld Integrated Shader Editor (the Editor was designed to work like Unreal’s shader editor).
- Came up with a method for capturing and creating seamless 16×16 foot terrain textures.
0-5 years of experience
High-res to low-res modeling of props and modular architectural sets.
- Scheduling for environment art team 6-8 artists.
- World building with art polish and large scale material adjustments.
- Modeled and textured flora, terrain.
- Art polish and optimization.
6-10 years of experience
Sculpting
- Used modeling, UV-mapping, and texture to create fun an interesting gaming experiences.
- Generated requirement specifications for boss battles, events and AI staging.
- Improved the gameplay experience and made it enjoyable and entertaining to the gamer by using Unreal Editor
- Participate in planning, estimating and prioritizing processes to ensure successful execution of performance testing activities. Adobe Photoshop
- Create and maintain Performance Test Plan. Digital Painting
- Work with different UDK protocols on project Digital Drawing
- Design, develop and execute performance test cases and scripts through analysis of product
- Produce reports and summaries of test results. Digital Painting
0-5 years of experience
Modeling/Texturing modular environment assets
- Designing Asset in Zbrush and Polypainted Models
- Use Retopologize for Low Poly Asset
- Use XNormal to Project Colour and Normal
- Designing real-time particle system
0-5 years of experience
- Created projection environments for Hereafter, utilizing reference photos and survey data
- Removed crew and props on a number of complex shots
- Composited an underwater sequence, integrating CG and practical elements with the plate
0-5 years of experience
- Modeling and texturing buildings and props for government simulation.
- Unwrapping UVW textures on character models.
- Test and troubleshoot in game models.