Hi! I'm Chris! I'm a Lead Environment Artist / Tech Artist in the games industry!
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
Co-Founded Bloom & Gloom Games together with 4 others and are currently on the journey to create our first game.
I'm currently working as the Lead Environment Artist for PowWowEntertainment.
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.
Working as a Senior Environment Artist at Ubisoft Massive in Sweden
Environment Artist on The Division, creating & texturing props as well as placing them in the game-world to enhance the graphical quality of levels.
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.
Creating and optimizing levels/assets for Wipeout 2048 for the Playstation Vita.
In-House 3D Artist Contractor , directly helped with the production of Motorstorm Racing Levels. Modeling/Texturing tracks and props for the game.