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Professional Experience

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MAGIC LEAP (Oct 2016 – present)

                3D Generalist (Tech art – UE4 / Unity development including UE4 blueprint work and asset

                modelling/texturing/optimization/LODs in Maya / ZBrush / Substance Painter)

 

Freelance 3D Artist (Oct 2014 – May 2016)

                Reason for leaving: Studio layoffs.

                Fractured Space (Steam / PC) Senior Artist

                High and low poly modelling / design (hard surface), PBR shader work and texturing (Unreal Engine 4)

 

Ringling College of Art and Design (spring semester, Jan-Aug 2014)

                Instructor in 3D Modeling for Games (Junior and sophomore) and Programming for Artists (MEL/Python, sophomore)

 

N-SPACE Inc., Senior Environment Artist (June 2013 – Oct 2013)

                Reason for leaving: Project cancelled, team layoffs.

                Halo MegaBlocks (Xbox 360)

                Senior Environment / Technical Artist. Layout and environmental modelling in UE3. Texture and shader work. Scene

                optimization.

 

DIGITAL DOMAIN FLORIDA, 3D Modeler and Visual Development (April ’12 – Sept ’12)

                Reason for leaving: Entire studio closed due to lack of funding. Entire staff laid off.

                The Legend of Tembo, digital animated feature

                Creation of low to medium detail environments and sets from a combination of concept art and real world reference.                 Research for environments and working with art director / movie director / VFX Supe. Basic VFX work. Assets dev.

 

KABAM, Lead Artist (Dec ’11 – April ’12)

                Reason for leaving: Publisher cancelled project and no further 3D work was available.

                Call of Duty (online/social media/mobile), Lead 3D Artist / 3D Artist

                Running environment art department including art reviews and scheduling. Outsource management. Modeling /        

                texturing of high res pre rendered military & architectural assets. MEL scripting work.

 

ILM / LUCAS ANIMATION, Hard Surface Modeller / Pre-Production Artist (Jun '08 – Dec ‘11)

                Reason for leaving: Contract term completed.

                Strange Magic (2015): Pre production modeller and rigger

                Red Tails (2012): Hard Surface Modeller

                Star Tours: The Adventures Continue (2011): Hard Surface Modeller / Texture Painter

                Transformers 3 (2011): Hard Surface / Character Modeller

                Rango (2011): Hard Surface Modeller / Texture Painter

               

LUCASARTS SAN FRANCISCO, Senior Environment Artist & LEAD ARTIST (Dec ‘06 – Jun '08)

                Reason for leaving: Studio went through mass layoffs and I was offered transfer to ILM.

                Star Wars: The Force Unleashed (XBOX 360, PS3) Senior Environment/Level Artist

                Fracture (XBOX 360, PS3): Additional cutscene / cinematics work

                New IP - cancelled (XBOX 360, PS3) Lead Environment Artist

 

IRRATIONAL GAMES BOSTON, LEAD ARTIST (May ‘06 – Nov ‘06)

                Reason for leaving:  Job not as described. No family visa assistance.

                Bioshock (XBOX 360, PC) Lead Artist

                Leading and directing the environmental art team. Scheduling and tracking of character and animation teams.            

                Technical guidance, scene optimizations and sign off. Coordinating with external dev studio.

 

UBISOFT MONTREAL, TECHNICAL ART DIRECTOR & LEAD ARTIST (Sept ‘04 – May ‘06)

                Reason for leaving: Career progression.

                Open Season (PS2, XBOX, GC, PC) Technical Art Director / Lead Artist

                Map planning/technical design, technical analysis and optimization. Technical guidance, pipeline development.                             Platform specific optimizations. Planning, scheduling, artistic direction, bug tracking, training, modelling and art                           maintenance. 

                Splinter Cell: Chaos Theory (PS2, XBOX) Art Team Lead

                Art team management, performance evaluations, scheduling, debugging and technical problem

                solving/optimizations. Artistic decisions with creative director, daily art reviews.

 

ELECTRONIC ARTS UK, SENIOR MODELLER & TECHNICAL ARTIST (May ‘00 – Aug ‘04)

                Reason for leaving: Career progression.

                Harry Potter and the Prisoner of Azkaban (PS2/XBox/GC) Senior Technical Artist

                Lighting pipeline R&D, artist training. MEL scripting and FX / shader scripting. Some modelling / texturing tasks.

                Assisting with direction of EA worldwide development of lighting pipelines / systems.

                SHOX (PS2) Senior Artist

                Senior world modeller. Track & multiplayer design work. PS2 specific scene optimisations.

                F1 Career Challenge, F1 2002, F1 2001, F1 Championship Season 2000 (PS2 / PC / XBOX / GC) Senior Artist

                Senior world modeller / TA. Working with external studio (implementation, training issues). Hardware specific                               optimisations. Track & scenery models, track population, procedural barrier layout. Assisted in development of                             texture compression tools for art team. Attended courses in MEL script, Houdini, colour theory, cameras and lighting.

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REFLECTIONS UK, SENIOR ARTIST (Sept ‘95 – May ‘00)

                Reason for leaving: Career progression.

                Driver, Driver 2 (PS2 / PC) Senior Artist

                Steam (PS1 / PC) Senior Artist

                Nascar (PS1)  Modeller

                Monster Trucks (PS1 / PC)  Modeller

                Destruction Derby 2 (PS1 / PC)  Modeller

 

 

Skills

 

                Maya, basic 3DS Max, ZBrush, basic Houdini 

                UE 4 / PBR workflow, blueprint development

                Basic Unity and C# scripting

                Substance Painter, dDo, xNormal, Photoshop

                Perforce, Tortoise SVN, Alien Brain, Jira, Confluence

                MEL script, Python, C/C#

 

Qualifications

 

                University of Teesside, UK

                Higher National Diploma in Computer Science (1990)

                BSc Information Technology (with technical options) 2:1 (1993)

                MSc Computer Graphics Technology (artistic & technical studies – distinction level) (1995)

 

 

Work authorisation

 

                UK / US joint citizenship

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© 2015 Shaun Stephenson


 

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