Christoffer Radsby
Christoffer Radsby
Senior Environment Artist @Ubisoft Massive
Malmö, Sweden

Summary

I'm a self-taught Swedish 3d-artist with a passion for video-games. I like to spend my time creating 3d, playing the latest video-games or spending ridiculous amount of money on musical instruments and photography equipment.

As an Environment Artist for games my main responsibilities are the general look and feel for the levels that are in the game. Bringing them from blockouts to full working levels for this and the next generation of platforms, I usually work close with the Art Director, Lead Environment artist, Level Designers to design and form the vision of the level but also the together with technical art and tool programmers to set the workflow & art pipeline to get levels running smoothly at the intended frame-rate.

Shipped titles:
- Motorstorm Apocalypse + DLC (PS3)
- Wipeout 2048+Wipeout HD port (PSVita)
- Far Cry 3 + DLC (Xbox 360/PS3/PC)
- The Division+DLC (PS4/Xbone/PC)

Skills

Environment Design3D ModelingEnvironment ModelingLightingTexturingGame DevelopmentLevel DesignTechnical ArtShadersPBR TexturingTexture BakingCompositionColor Theory

Software proficiency

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

Productions

  • Tom clancys the division
    • Video Game
      Tom Clancy's The Division
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Ubisoft Massive
  • Far cry 3
    • Video Game
      Far Cry 3
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Ubisoft Massive
  • Wipeout 2048 boxart
    • Video Game
      Wipeout 2048
    • Year
      2011
    • Role
      3D Artist
    • Company
      Sony Liverpool
  • Motorstorm apocalypse
    • Video Game
      MotorStorm: Apocalypse
    • Year
      2011
    • Role
      3D Artist
    • Company
      Evolution Studios

Experience

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

    Currently 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.