Hello, I'm Cameron, I'm a Senior Environment Artist in Salt Lake City, UT with over 10 years experience working professionally on a wide range of projects. My main focus during that time has been working on Environments, Props, Lighting, and Level layout/Design. I've released titles for PC/Steam, PS5/PS4/Xbox, Mobile, and VR. My focus is mainly in real time rendering pipelines and I've also had the chance to also work in product design, social media, and pre-rendered film/animation. I'm always looking for new opportunities to flex my skills and above all else collaborate with talented people.
At Heart Machine I worked almost the entirety of Hyper Light Breaker development. I had the chance to be the first environment artist on the project. During early development I helped establish environment art asset pipeline, general environment art style, and gray box out spaces. I wore many hats early on, helping with post processing materials, building grass/landscape materials for procedural landscapes, and testing different procedural generation options. I would often work closely with tech art to help build out our hyperfab system. The system was used to make essentially prefabs (collection of assets), diorama like structures to spawn in our procedural decking system. During development I help build out kits for different biomes and create hyperfabs to deck the world with. During production I was promoted from mid to senior environment artist. I also had the opportunity to work on the character team building weapons assets through the character teams pipeline.
On Possessor(s) I had the chance to help create assets, do set dressing, and lighting. A good amount of my time was spent on building spaces anywhere from complete graybox tile map to finish end game shippable spaces. I often worked closely with design , concept, audio, and narrative teams to build out spaces from start to finish.
At Spark XR I had the chance to work on a VR arcade experience like no other. Spark XR consisted of a very small team and I wore many hats for the project. I was in charge environment modeling, scene/world building, lighting, shader building, and VFX. The project came with many challenges from working in a new render pipeline, working on new unseen hardware, and recreating a massive real world environment. I was leaned on heavily to ensure lighting that had to seamlessly blend from section to section and remake a massive real life location while not breaking the art rendering budget.
At Consensys I'm apart of a small team developing a 3D mnemonic key recovery application. Being one of the two artist on the team I was mainly in charge of environment creation, props, lighting, and particle systems. The project demands creative and interesting solutions to allow an unprecedented 132 Bits of entropy. This also means we're developing something that's never been done before. Within the year we've created 16 unique worlds with over 500 unique intractable models.
For Google I worked on the Google Expeditions project and the AR Lipstick App. For the Expeditions project I was in charge of retopology, texturing and ensuring final vision and specifications for 3D model. For AR lipstick I'm in charge of creating an accurate, real life representation of physical lipsticks within the google sand castle AR toolset.
At React I wore a lot of hats and worked on various art styles/pipelines for companies such as Disney, Hi-Rez, and The Void to name a few. I worked on many projects ranging from AAA 2D sprite based games, small mobile 2D/3D games, VR/AR both mobile and PC, and Current Gen Consoles. I was mainly in charge of Environments, Textures, Shaders, Lighting, VFX, and often helped with Character/Animations when needed.
I was in charge of Designing, Modeling, Uving, Texturing, Lighting and Packaging Environments to send to our Unity3D Dev team. When needed, I helped on assets as well. Along with doing these tasks I worked with the other in house artist and outsourcing artists to develop and a pipeline for lighting environments and props. We developed specifications for each environment to allow users to customize their own materials and allow assets to transfer to each room without any clipping/disappearing issues.