Me

jeff@environmentartist.com


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Tutorials

Summary

I have worked in the video game industry since 2005. I have worked on 20+ titles shipped to market and many more in development titles. I pride myself on being a highly driven, results oriented, humble Artist that is willing to go the extra mile. I have experience working on console (Xbox One, Playstation 4, Playstation 3, Playstation 2, Xbox 360, Xbox One, and PC) as well as mobile (android, iOS, & Playstation Portable) titles in a variety of art styles.

In addition to working at video game development studios I have also taught and the University level, created multiple online video training resources, and mentored Artists.

Skills

- Expert
Maya, Zbrush, Photoshop, CrazyBump, xNormal, Unreal 3, Marmoset Toolbag, 3D Coat, Perforce, Plastic, Jira
- Intermediate
3DS Max, Topogun, Sketchbook Pro,
Substance Painter
- Working knowledge
Substance Designer, Corel Painter,
Unity

- Traditional art skills
Including urban sketching, concept painting, landscape oil painting, and watercolor.

Experience

Blizzard Entertainment (9/2016 - current)
- Art Manager
Working with one of the best teams in the video game industry.

Telltale Games (9/2013 - 9/2016)
- Lead Environment Artist
Minecraft: Story Mode Episodes 1-8 (Multi SKU)
Helped create visual look for game along with define environment art pipeline.
Guided and mentored environment art throughout the creation of the game.
Modeled, textured, lightmapped, and set up real time lighting for various scenes and props.
- Environment Artist
Game of Thrones Episodes 1-3 (Multi SKU)
Modeled, textured, lightmapped, and set up real time lighting for various scenes and props.
Tales from the Borderlands Episode 2 (Multi SKU)
Modeled, textured, lightmapped, and set up real time lighting for various scenes and props.
The Walking Dead: Season Two Episodes 1-5 (Multi SKU)
Modeled, textured, lightmapped, and set up real time lighting for various scenes and props.


Freelance 3D Environment/Prop Artist/Concept Artist (7/2010 - 8/2013)
- Offsite Artist

Battle Beach (iOS, Android, Kindle Fire)
Painted over 3d renders (adding damage, upgrade states, and animations).

MechKnight Chronicles (Multi SKU)
Modeled and textured multiple modular level pieces.

Kinect Sports Rivals (XBox One)
Modeled various props.

Supreme League of Patriots (PC, Mac, & iOS)
Created level for adventure style game.
Including modeling, UV mapping, texturing, lighting, and polish work.

Oceanhorn (iOS)
Created various assets including sculpting, modeling, retopologizing UV mapping, and texturing.

Wreckateer (XBox 360 kinect)
Created multiple assets including sculpting, modeling, retopologizing UV mapping, and texturing (using normal, specular, and diffuse maps)

Shoot Many Robots (XBox 360, PS3, & PC)
Created multiple props including modeling, UV mapping, and texturing.


Full Sail University (7/2009 - 8/2013)
- Course Director

Texture Painting & Sculpting class (online & campus)
Students gain an understanding of current generation pipeline techniques for creating video game art using Photoshop, Zbrush, CrazyBump, UDK, and xNormal


24 Caret Games (7/2008 - 4/2013)
- Art Director

Retro/Grade (PS3, & PC)
Created art pipeline for company.
In charge of visual style, and Artist management.

3D Motive (12/2011 - 8/2012)
- Freelance Instructor

Maya UV mapping 101
Created video lessons for 1-hour introduction to UV mapping in Maya.
Also created props and examples used in videos.

Maya/ZBrush Prop Sculpting Parts 1 & 2
Created video lessons over 8 hours long covering prop creation.
Including block out mesh creation to presentation of final prop.


High Impact Games (6/2006 - 7/2008)
- Environment Artist

Jax and Daxter: The Lost Frontier (PSP, & PS2)
Model, UV map, texture, and light levels, and props alongside environment art team.

Secret Agent Clank (PSP, & PS2)
Model, UV map, texture, and light levels, and props alongside environment art team.

Ratchet & Clank: Size Matters (PSP, & PS2)
Modeled, UV mapped, textured, and light levels, and props for multiplayer.


Climax Group (1/2006 - 5/2006)
- Senior Environment Artist

Canceled Unreal Engine 3 Tech Demo (PS3)
Oversaw implementation of Unreal 3 engine and defined pipeline.
Helped maintain art style and lead Junior Artists to complete project.

Silent Hill: Origins (PSP, & PS2)
Resolve art technical issues and bottlenecks in the pipeline.
Assisted programming department in testing and implementation of new tools.


Genuine Games (6/2005 - 1/2006)
- Environment Artist

Canceled Unreal Engine 3 project (Xbox360, & PS3)
Created workflow and art guides in Unreal Engine 3.

50 Cent: Bulletproof (Xbox, & PS2)
Modeled, UV mapped, and textured levels, props, particles, and pickups.
Used proprietary tools to edit and light levels.


Freelance 3D Environment/Prop Artist (4/2005 - 6/2005)
- Offsite Artist

Visa Championships Torino 2006 (PC)
Modeled, UV mapped, and textured various props.

Wild Tangent Mojo Masters (PC)
Modeled, UV mapped, and textured level.

Education

Schoolism.com (7/2012 - 9/2012)
Digital painting with Bobby Chiu

Savannah College of Art & Design (9/2010 - 9/2011)
Masters of Arts in Interactive Design and Game Development
Honors award scholarship

Full Sail Real World Education (4/2002 - 5/2003)
Associate of Science in Computer Animation

Central Michigan University (8/1998 - 7/2001)
Bachelor of Applied Arts in Graphic Design
Computer science minor.

Arizona State University (8/1996 - 5/1998)
Completed general requirements, transferred

All work copyright Jeff Parrott 2016. All rights reserved. For more information contact jeff@environmentartist.com