Christoffer "Chris" Radsby
Christoffer "Chris" Radsby
Head of Art/TechArt - Co-Founder @Bloom&Gloom
Malmö, Sweden

Summary

Hi! I'm Chris! I'm a Lead Environment Artist / Tech Artist in the games industry!

https://linktr.ee/chrisradsby

I've been in the industry for about 12+ years, so I've been around working with all kinds of games. I specialize in World-Building and I'm also a professional mentor and have been mentoring young artists for about 4 years now. However now I'm running a twitch-stream and a patreon to do some mentoring for the masses:

https://www.patreon.com/chrisradsby

Apart from everything that comes with the Senior & Lead Roles of Environment Art, I tend to align myself heavily on the tech-side of things. During my spare time I try to make myself into a one-man army game-developer, focusing on programming and making my own games.

My current list of shipped AAA-titles are:

- Motorstorm Apocalypse + DLC (PS3)
- Wipeout 2048 + DLC (Playstation Vita)
- Far Cry 3 + DLC (PC, Xbox 360, PS3)
- The Division + DLC (PS4/XONE/PC)
- The Division 2 : Warlords of New York Expansion (PS4/XBONE/PC)
- Jected: Rivals (PC)

and soon

Avatar: Frontiers of Pandora

Skills

Environment Design3D ModelingEnvironment ModelingLightingTexturingGame DevelopmentLevel DesignTechnical ArtShadersPBR TexturingTexture BakingCompositionColor Theory

Software proficiency

Blender
Blender
3ds Max
3ds Max
Maya
Maya
Modo
Modo
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
World Machine
World Machine
xNormal
xNormal
Quixel Suite
Quixel Suite
CRYENGINE
CRYENGINE
Knald
Knald
CrazyBump
CrazyBump

Productions

    • Video Game
      Tom Clancy's The Division 2 - Warlords of New York
    • Year
      2020
    • Role
      Senior Environment Artist
    • Company
      Ubisoft Massive
    • Video Game
      Tom Clancy's The Division
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Ubisoft Massive
    • Video Game
      Far Cry 3
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Ubisoft Massive
    • Video Game
      Wipeout 2048
    • Year
      2011
    • Role
      3D Artist
    • Company
      Sony Liverpool
    • Video Game
      MotorStorm: Apocalypse
    • Year
      2011
    • Role
      3D Artist
    • Company
      Evolution Studios

Experience

  • Lead Environment Artist at Pow Wow Entertainment
    Vienna, Austria
    August 2021 - Present

    I'm currently working as the Lead Environment Artist for PowWowEntertainment.

  • Associate Lead Environment Artist at Massive Entertainment - A Ubisoft Studio
    Malmö, Sweden
    June 2020 - Present

    I'm currently working as an Associate Lead Environment Artist. I still carry my workload as a Senior Environment Artist but I'm helping out with Lead Duties such as Planning, Organizing Pipelines/Workflows, Benchmarking, Outsourcing Management & Tech/Tools Design.

  • Senior Environment Artist at Massive Entertainment - A Ubisoft Studio
    Malmö, Sweden
    May 2016 - June 2020

    Working as a Senior Environment Artist at Ubisoft Massive in Sweden

  • Environment Artist at Massive Entertainment - A Ubisoft Studio
    Malmö, Sweden
    December 2012 - Present

    Environment Artist on The Division, creating & texturing props as well as placing them in the game-world to enhance the graphical quality of levels.

  • Level Artist at Massive Entertainment - A Ubisoft Studio
    Malmö, Sweden
    August 2011 - December 2012

    My main responsibilites as a level artist for the FC3 CO-OP campaign was to be responsible for the general look and feel of the levels, bringing them from blockout to full working levels together with prop artists and level designers.

    Specific responsibilities includes:

    Terraforming:

    The shaping and texturing of the terrain.

    General Dressing:

    The placement of props, buildings, trees, bushes, rocks etc.

    Composition:

    Bringing it all together for beautiful key-shot locations in every part of the level.

    Optimizing:

    Making sure the level ran at the target frame-rate. Helping out designers to make sure we had proper occlusion and following basic culling principles.

    Lighting:

    FC3 COOP had no assigned lighting artist so the responsibility was placed on each Environment Artist to light their own levels. All lights and (at times lightmaps) were placed and created by me.

    In all I was responsible for three levels of the co-op campaign including the DLC. Though there were times I had to help out on other levels, but in game-development everybody has a hand in everything.

  • 3D Artist at Sony Computer Entertainment Europe / Liverpool
    Liverpool, United Kingdom
    March 2011 - June 2011

    Creating and optimizing levels/assets for Wipeout 2048 for the Playstation Vita.

  • 3D Artist at Evolution Studios
    Runcorn, United Kingdom
    June 2010 - March 2011

    In-House 3D Artist Contractor , directly helped with the production of Motorstorm Racing Levels. Modeling/Texturing tracks and props for the game.