Chris Douglas - Senior Environment Artist

Resumé

Zenimax/Arkane Studios - July 2015 - July 2016

Senior Environment Artist (Contract), "Prey"

PBR, high-poly asset creation in Zbrush, Maya, XNormal and Photoshop, environment kits and custom pieces (hard surface)

Worked closely with level architects/designers to create graybox and proxy environment kit and custom level assets

Level-wide asset optimization

ZBrush / Substance Painter training, March 2015 - July 2015

Primary focus on ZBrush 4R7 hard-surface modeling, Substance Painter/PBR, character asset creation (armor and costuming, weight application, etc.)

Maximum Play, February 2015 - March 2015 (contract)

Worked closely with core engine programmers and supervised remote contract artist to develop pipeline, features, and level for a pre-alpha, next-gen visual milestone demo

King's Isle Entertainment, June 2013 - January 2015

Senior Environment artist

3-D modeling, texturing, lighting and animating sets and props for an unreleased MMO

ZBrush Training April 2013 to June 2013

Focus on high quality next-gen asset creation. Designed, created and supported several popular Skyrim mods featuring all-new assets.

Zbrush high-poly asset creation (organic and hard surface)

XNormal normal, cavity, ambient occlusion, and curve map creation

Character/Costume weighting in 3DS Max

Assets taken through full production pipeline from ZBrush, through low-poly and UV generation in Max/Maya, texture baking in XNormal, final work in Photoshop, export, and final asset implementation in Elder Scrolls V: Skyrim game editor.

Merge Interactive March-April 2013

Contract environment artist

Created and rendered multiple backgrounds for a mobile-style outdoorsmanship game in Maya

Disney Junction Point Studios 2011-2012 

Environment Artist/Level Lead, Epic Mickey: The Power of Two, Rainbow Falls level, Wii and XBox 360

Integrated in-house and outsource assets into rough Rainbow Falls level through to completion, for both Wii and Xbox 360 versions of the level.

Prop and environment modeling and texture creation, Xbox 360 and Wii

Red Fly Studio 2008 – 2011

Senior Environment Artist – The Force Unleashed 2 Wii, Thor Wii, Unreleased Xbox 360 Star Wars Title

Produced rapid-prototyping "graybox" levels in concert with level designers.

Created multiple static set kits, breakable objects, and actor objects for use in the quick construction of ambitious levels on short timeframes (including "next gen" assets).Assembled, lit, created visibility geometry, and otherwise technically prepared next-gen and Wii game sets.

Spacetime Studios 2006 – 2008

Lead Artist – Blackstar PC (Unreleased)

Developed content creation pipeline for player and NPC vehicles for a sci-fi/fantasy MMO.

Collaborated with game designers and concept artists to develop and execute unique and highly stylized visual solutions in-game.

Sony Online Entertainment 2000 – 2006

Lead Artist – Star Wars Galaxies: An Empire Divided, Jump to Lightspeed, Rage of the Wookiees, and The Trials of Obi-Wan

Produced multiple rapid-prototyping assets, enabling early game concept testing and evaluation

Prepared technical documentations and production packages for outsource.

Oversaw content creation pipeline for player and NPC vehicles and their interiors

Reviewed work from outsource providers and junior artists for technical compliance.

Faithfully translated familiar designs from the "Star Wars" series of films into high-quality in-game assets

Generated original concepts for multiple vehicles and props

Modeled, textured, lit, and executed technical set-up for multiple buildings (interiors and exteriors), vehicles, props, other environmental objects

Pre-2000 Employers (Details available on request)

Microprose, Austin

Origin Systems Inc. / EA

Software Experience

ZBrush 4

Maya

3D Studio Max

NDo2

XNormal

Substance Painter

Substancer Designer

CryEngine

Unreal

Adobe Photoshop

Perforce

Education

 BA in Art with Honors, University of Texas at Austin