LinkedInJericho A. Green

Jericho A. Green

Lead Environment Artist at KIXEYE

San Francisco Bay Area
Computer Games
  1. Electronic Arts,
  2. Adhesive Minds LLC,
  3. The Animation Workshop
  1. Gnomon School of Visual Effects
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Gnomon School of Visual Effects

Gnomon School of Visual Effects

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Battlefield 4
Tomb Raider (2013)
Lara Croft and the Guardian of Light
Medal of Honor - Tier One Operators (2010)
Tiger Woods 2006

superbowl XLIV - NFL run - 2010
Callaway Golf - Phil Mickelson "video game"
live visuals for KoRn's stage performances (V squared)

Batman Begins
Superman Returns
Fantastic Four
The Ring 2
The Chronicles Of Narnia. The Lion, The Witch, and The Wardrobe.
Mr. And Mrs. Smith
A Sound of Thunder
I Robot
The Chronicles of Riddick
Scooby Doo 2
Around the World In 80 Days
The Day After Tomorrow
The Legue Of Extrordinary Gentleman
The Cat In The Hat
2 Fast 2 Furious


Lead Environment Artist

– Present (1 year)San Francisco, California

Senior Environment Artist

Electronic Arts
(9 months)Redwood City, California

Battlefield Hardline
Worked with rendering TDs to develop "Next-Gen" shader presets under the PBR (physically based rendering) shading and light model.
RandD'd and created modular architectural asset kits including textures and Materials.
Initial planning and layout of E3 reveal and demo level.
Mentorship and assistance to contractors and junior staff.
Developed complicated destructible vehicles.

Battlefield 4
lead the final creation of BF4's 5th level of the campaign named "kunlun mountains" (prison escape).
Layout, iteration, and polish on terrain and vistas.
Took the level from greybox to completion as the world builder. Managed and requested outsourced assets.
Defined and created the main level materials set for PBR (physically based rendering) shader and light model.
Authored PBR specific albedo (diffuse), roughness, normal, and blend maps for main level tilable textures.
Worked close with combat scripters to create interesting combat spaces.
Worked with all disciplines to manage data going into the level.
Tracked and maintained vigorous performance standards across 5 platforms (PS3, Xenon, XBone, PS4, and PC).
Final polish and mood tuning.
On the hook to ship a quality product within a very short dev cycle.

Digital Modeler

Adhesive Minds LLC
(9 months)San Francisco Bay Area

In charge of shooting photo reference on location.

Organizing and processing photo reference combined with real-world measurement data to output unique texture tiles and dense poly data.

Facilitating the extraction of bump/displacement maps from poly data.

Authoring clean, re-topologized (by hand;in maya), poly geometry to use in the final shot or as tracking data for CG elements that need spatial match in final plates.

Facilitating the creation of HDR environments. With this method, I replace the traditional spherical HDR setup and light the spaces using accurate geometry that is textured with HDRI.


The Animation Workshop
(1 month)Viborg, Denmark

Viborg, Denmark
Instructed 4 large groups of 3rd year CG film students on how to take fully CG environments from animatic/concept to final completion/render. Integrated industry techniques on scene and data structure using referencing to manage extremely heavy scenes containing several elements that could potentially crash maya if not managed properly. Provided guidance and instruction during the process of creating environments for their bachelor projects (5-10 minute shorts) that are to be completed in 9 months. Workshopped advanced lighting techniques, file/scene structure, advanced modeling tips and tricks, and general situational experiences from working in the industry.

Gave an all campus lecture about my experiences crossing over from film to entertainment software (games). Showed examples of my publicly released work on the Tomb Raider reboot to promote the project and to show examples of game environments that I created using techniques via material focus that i learned from past film projects.

Senior Environment Artist

Crystal Dynamics
(2 years 7 months)Redwood City, California

Tomb Raider 9 (2013 reboot)
lead the creation of several levels and their parts including:
World building
Modular kits
Kit bash sets
Node based scripting
Shader creation
Material creation/tuning
Streaming setup
Look development
R and D
Mentoring Juniors and other Seniors

Trained nearly all new environment staff that were hired between late 2009 to mid 2012

Worked directly with engineering to develop features for proprietary engine/editor (horizon) and maya tools.

Lara Croft and The Guardian of Light:
worked with a small team of 4 artists including the art director to create a kit of geometry tile-sets that fit together vert for vert. Created materials, textures, unique geo, set dressing elements, and large backgrounds. Found ways to heavily re-use textures and existing geo to save production time. Assembled kit elements to form complete levels from Designer blockmesh. Worked in proprietary editor to place existing VFX and did my own lighting. Ensured framerate and memory standards across all levels.


The Animation Workshop
(1 month)Viborg, Denmark

Viborg, Denmark
instructed the ENVIRONMENTS IN CG international bachelor program. Guided 21 2nd year students through an instruction and workshop to set up and complete seven 30 second shorts. This course was aimed to inform the students how to realize, organize, and execute fully CG sets and scenes. Techniques covered include, custom setups for maya with emphasis on modeling, setting up complex urban environments, and creating an asset library. Instilled understanding of polygonal, catmull clark, and NURBS tessellation and how and when to use/edit these types of mesh. Students learned how to identify close up elements, mid-range elements, and distance elements through varying degrees of parallax. I also gave students an in depth course on camera projections as well as advanced poly UV tips and custom tools.

Environment Artist

Electronic Arts
(11 months)Los Angeles, California

Medal of Honor 2010
1 year contract to help develop levels for demos and vertical slice. World building, modeling, texturing, material creation, and data management using unreal 3.

3d Generalist

Motion Theory
(4 months)

created environments for high profile commercial spot airing on super bowl XLIV.

created environments for a callaway commercial spot.

lead environment artist

Factor 5
(8 months)

Asked to be lead environment artist on factor 5's latest high profile project.
Worked directly with tech leads to develop and manage a destructible open-world city environment. Worked directly with concept teams to develop a stylized art deco city.
Established and managed the creation pipeline for environment artists to follow. Created and managed a large set of docs pertaining to the workflow and data management of the complex and unorthodox techniques used to create large city environments not yet seen in any PS3 release prior to that time.
The unannounced project was at vertical slice when our publisher went bankrupt.

Environment Artist

Factor 5
(2 years 5 months)

Lair (PS3 launch title)
Modeled and assembled stylized cities for open world game.
Created hundreds of in-game foliage assets.
Assisted designers with level layout and terrain creation.
Built strong relationships with art leads and director to understand and execute highly stylized assets.
Worked under strict look guidelines for all elements going into the game.

3d Generalist

Adhesive minds LLC
(3 months)

created hyper-real CG animations for the "Panorama Towers" project, the upscale condos located on the vegas strip that were eventually featured in Time magazine.

Character TD

Palma VFX
(1 year)San Francisco, California

created 9 massive maya files that became EA's famed "Create a Player" (male head, Pro male head, female head, Pro female head, male body, Pro male body, female body, Pro female body, and accessories)
created/sculpted thousands of facial and body blend shapes. Modeled and textured licensed and un-licensed clothing for pro/fantasy characters. Connected mesh shape, shader, and blend shape nodes to proprietary game engine.

Digital Modeler

The Orphanage
(5 months)

created buildings for metropolis

Superman Returns

Lead Environment/Set Modeler

LiDAR VFX (formerly LiDAR Services)
(4 years 1 month)Los Angeles, California

Operated LiDAR scanners to generate pointclouds of real-world locations and film sets. Aligned and stitched combined light intensity data from the scans to assemble pointclouds. Finally, using the pointcloud data as reference, we modeled clean, millimeter accurate geometry to be used as tracking elements or rendered in the final plates.
We were a few of the originators to use long range LiDAR capture equipment to create award winning VFX. Built millimeter accurate models of sets and locations ranging from urban sprawl to kilometers of rugged countryside.

Batman Begins
Fantastic Four
The Ring 2
The Chronicles Of Narnia
Mr. And Mrs. Smith
A Sound of Thunder
I Robot
The Chronicles of Riddick
Scooby Doo 2
Around the World In 80 Days
The Day After Tomorrow
The Legue Of Extrordinary Gentleman
The Cat In The Hat
2 Fast 2 Furious


Gnomon School of Visual Effects
(3 years)Los Angeles, California

Environment Artist

V Squared Labs
(2 months)Los Angeles, California

created realistic 3D scenes for the on-stage performance visuals of the band, KoRn.

Computer Graphics Supervisor

Poliform USA
(1 year 1 month)West Hollywood, California

modeled, shaded, lit, and animated hyper - real environment flythroughs for clients including bang and olufson, michael jordan, and brittany spears.


Lara Croft and the Guardian of Light(Link)

Square Enix
August 2010

Lara Croft and the Guardian of Light is an action/adventure game featuring Lara Croft. This brand extension combines the hallmarks of the Tomb Raider franchise including exploration & discovery, platforming, and puzzle solving combined with character progression, fun fast-paced combat, and elements of human cooperation and competition.



certified alias/wavefront maya specialist

– Present


tomb raider 2013

Lara Croft and The Guardian of Light

battlefield 4(Link)

Team members:


  • Computer Graphics
  • Film
  • Texturing
  • UV mapping
  • Video Games
  • Lighting
  • Texture Painting
  • Rendering
  • Mudbox
  • 3D
  • Maya
  • Visual Effects
  • Modeling
  • Shading
  • Photoshop
  • Motion Graphics
  • Mental Ray
  • Game Development
  • Adobe Creative Suite
  • Pipeline Development
  • Hard Surface Modeling
  • Texture Artist
  • PS3
  • Look Development
  • Environment Art
  • Unreal Engine 3
  • Feature Films
  • Xbox 360
  • Cinematics
  • Shaders
  • LiDAR
  • World Building
  • Gameplay
  • Computer Games
  • Perforce
  • Frostbite Engine
  • See 21+  See less


Gnomon School of Visual Effects


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