Environment Artist at Rebellion Derby
United Kingdom
Environment Artist at Rebellion Derby
United Kingdom
I have worked as a 3d artist on both last (PS2, PSP etc) and current (PC, 360, PS3) gen products and have several years of experience with 3dsmax, Photoshop and Zbrush as well as various other tools used for content creation (including various game engines). My goal is to evolve as an artist and to work on exciting projects. I've mostly worked as an environment artist but have expereince doing architectrual visualisation, both for print and realtime use. This includes creating high and lowpoly models, generating textures from models as well as painting and using photo sources, lighting and some effects work. I always try to push whatever I am working on a little bit further, trying new techniques and approaches to achieve a higher quality, be it tweaking materials or suggesting new features or improvments and helping to implement them where possible.
Currently working on: Rogue Warrior
Finished work on:
Star Wars Battlefront: Elite Squadron - PS2, PSP
Next (well current by now) gen FPS - PC, PS3, XBOX 360
Overlord - PC, XBOX 360
Battlefield 2142 - PC
Saints Row - XBOX 360
High and lowpoly modeling
Texturing for last- and current generation systems.
Architectural Visualisation
Environment art
Prop modeling and texturing and more.
(Privately Held; Computer Games industry)
June 2007 — Present (2 years 2 months)
Creating environments for a variety of projects. Involves everything from taking a white box level from a designer and making it sing to polishing existing levels to lighting to creating and placing effects.
(Privately Held; 11-50 employees; Computer Games industry)
February 2006 — January 2007 (1 year)
Worked as a modeler and texture artist on the next generation game Overlord, published by Codemasters, for PC and XBOX 360. I also did modeling, rendering, shading and lighting on assets for Battlefield 2142 in addition to other projects.
(Privately Held; 1-10 employees; Media Production industry)
October 2005 — November 2005 (2 months)
I rigged a spider-like creature and did most of the animation of it for an internet viral commercial that blended live action with cg.
(Privately Held; 51-200 employees; Computer Games industry)
February 2005 — June 2005 (5 months)
Environmental texture artist on next generation XBox360 game Saints Row. I was responsible for texturing all sorts of buildings in various states of repair (ranging from condemned to sparkling clean).
(Privately Held; 1-10 employees; Architecture & Planning industry)
February 2004 — November 2004 (10 months)
Modeling, texturing and lighting realtime environments for architectural visualisation. Responsibilities ranged from modeling houses to handling a project from start (gathering of blueprints and source material) to meetings with clients to present milestones to final lighting and export to custom 3d engine (based on Renderware).
(Privately Held; 1-10 employees; Architecture & Planning industry)
February 2003 — March 2003 (2 months)
I was brought in to help optimize a complex scene so it would be easier to work with as well as assist with rendering of said scene for print work.
(Privately Held; 51-200 employees; Computer Games industry)
January 2003 — February 2003 (2 months)
Substite teacher teaching polymodeling and uv mapping in 3dsmax at a private school in Stockholm.
- , Traditional drawing , September 2005 — October 2005
Intensive drawing workshop focused on lifedrawing, perspective, composition and character design. Grade: 96/100