Sam Wilson
Sam Wilson
Lead 3D Environment Artist
Austin, TX, United States

Summary

I am enthusiastic about making enjoyable games and outstanding art for games. My professional goal is to be a leader in my field, which includes becoming an art director and creating visually compelling games. In my pursuit of these goals, I aim to empower my team members, provide support for their needs, and be a leader to them as game production needs teams that not only operate well but enjoy working together.

Skills

Leadership3D ModelingTexturingEnvironment ModelingLow-poly ModelingProp ModelingHigh-poly ModelingBlenderUnrealArt DirectionPBR3DS MaxMayaZbrushUnity3D CoatSubstance Painter

Software proficiency

Blender
Blender
Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
3DCoat
3DCoat
Unreal Engine
Unreal Engine
Unity
Unity
xNormal
xNormal
Photoshop
Photoshop

Productions

    • Video Game
      Batman Season Two
    • Year
      2017
    • Role
      3D Environment Artist
    • Company
      Telltale Games
    • Video Game
      Marvel Guardians of the Galaxy - The Telltale Series
    • Year
      2017
    • Role
      3D Environment Artist
    • Company
      Telltale Games

Experience

  • Senior 3D Generalist at Ubiquity6
    April 2018 - June 2020

    Onboarded new artists. Introduced them to our pipeline. Elevated the whole team by providing instructions in advanced 3D techniques, feedback for artistic style, and asset specifications.

    Oversaw art outsourcing, including visual style feedback and technical specifications.

    Worked closely with programmers for asset pipeline workflow, engine look development, and providing feedback on final look.

    Spearheaded new pipeline workflows and troubleshooted new glTF file format before the industry widely adopted glTF.

    Prototyped look development and gameplay in Unreal and Unity. Including shader creation, and blueprint scripting.

    Concepted, modeled, textured, and animated props, environments, characters and VFX.

  • 3D Environment Artist at Telltale Games
    San Rafael, United States of America
    October 2016 - October 2017

    Assisted artists in learning Substance Painter and Designer.

    Modeled, unwrapped, and textured stylized assets from concept art and photos.

    Rigged environments and props for animation and game play interaction.

    Sculpted high poly organic models for high to low re-topology and baking.

    Modeled using Sub D methods for high to low bakes.

    Provided and received feedback on concept art, 3D assets, and game play.

    Created environment levels using a mixture of tiling textures and unique hero assets.

    Delivered environment levels early for game designers and under tech budget.

    Created environment lighting and light map baking.

  • 3D Environment Artist at Backflip Studios
    Boulder, United States of America
    June 2012 - October 2016

    Trained artists and created tutorials on new software such as 3D Coat and Unity.

    Assisted engineers to define art requirements on projects including creating new shaders for flow maps, water animations, and vertex lighting.

    Scripted multiple playable prototype demos in Unity to flesh out game ideas. This included camera movement, character movement, interactive elements, NPC attacks, NPC movement, health pickups, FX, lighting, and more.

    Modeled, unwrapped, and textured optimized stylized art for mobile devices.

    Rigged and animated environment props such as windmills, cranes, traps, torches, rope pulleys.

    Created environment FX such as ocean waves, waterfalls, rivers, fog, lamplight flickering, campfires, fireflies, wind blowing.

    Built the initial block out phase of the art pipeline which defined the environments, asset dimensions, naming conventions, and art tech budget.