Senior 3D Environment Artist


Welcome to my Artstation page.

I am a 3D senior environment artist for the last past 15 years.

I worked on multiple games like:

Fog (PC) for Cryo-networks-Paris

Ironstorm (PC) 4X studio-Paris

Prince of Persia 2 Warrior within (PS2-Gamecube-Xbox) Ubisoft- Montreal

Prince of Persia 3 the 2 thrones (PS2-Gamecube-Xbox) Ubisoft- Montreal

Turok next gen (xbox 360) Propaganda games a Disney Studio- Vancouver

Diablo 3 (PC) Activision Blizzard  Irvine

The Order 1886 (PS4)  Ready at Dawn- Irvine


As a senior environment artist I had to take the design block out made by the designer Mike Anderson and create all the environment art :

- Creations of buildings in pieces to create multiple variations

- Set dressing with props made by the prop team

-Some material layer blending  pass on some object

-Light occluders and some visibility tweaks

-Optimization

-Debug

To reach the quality expected by the art director the production was break down in multiple teams with their own specialty and make those images the work of multiple persons.

1st I have to call out my Lead Anthony Vitale, a very technical guy and a great artist too ( something you don't see everywhere), who established some great pipelines for multiple departments and he let me brought some ideas to add some features. 

Then thanks to Technical artists Brett Dixon and Joe Ferfecki for making those tools and fixed all the issues I found ;)

So I was the main modeler of the whitechapel levels.

In some area especially for the E3 levels other environment artists helped:

David Budlong, Edgar Martinez, Nestor Carpintero and James Rosenkranz

The textures/materials was done by a separate team.

Megan Parks was in charge of making / assigning / layer blending / optimizing  most of the material of the scenes. 

Some materials used too have been made by the rest of the textures team for some elements ( Erin McKown, holly Wilson, Alberto Rodriguez, Bobby Rice and Hugo Beyer).

As for the lighting it was done by : Paul Gimm , Huan Tran and Nathan Phail-Liff

The Fx were created and placed by the FX team:

Sabra Goebel, Orson Favrel, Eric Cloutier and Brian Merril.

The far Vista area was the work of:

Brandon bien, Ethan Ayer and Martin Bergstrom.

The prop team made tons of objects and material:

Jo Watanabe, Juan Hinojosa, Brandi Parish, Scot anderson, james tran, Arin Robinson and Derek Hise.

Great support from the concept team and the art director with drawings and a tons of photo references. : Nathan Phail-Liff, Joe Studzinski, Mike Sekowski, Brandon Bien, Steven Wen and Tobi Kwan.

Thanks to Heather Howard, Mark Judkins and Lucas Sparks for the support on visibility and collision.

Play the game to have a real feeling of my work and see the rest of my talented colleagues levels.

Check the credits of the game to find out more names ;) quite a list a great people in it.


Here is the 1st Dump of images.
This is about a good 2/3 of the levels I worked on for the last past 2.5 years.



More images from the Order 1886 with some breakdown and wireframes



Great memories while working in the Dungeon team with others great artists like Patrick Stone, Oliver Chipping, Ian Ameling, Jeff Kang, Sungjae Cho and Brian Fletcher.

As a Senior Environment Artist at Blizzard Entertainment  for 5 years my duties were:

- All modeling steps from block out to final assets -

-Developed the look of different dungeons  and sometimes with others artists like the Cathedral with Patrick Stone 
- level design  for more variation in the layouts between dungeons to help the design team -

- Engine feature integration and pipeline improvement -

- Artist training -

Dungeons worked on: Cathedral, Crypt, Leoric, Jail, Bridge and Rampart.