Simon Pawlak
Download Resume
SimonPawlak3@gmail.com
Polycount
ArtStation
Experience
Associate Environment Artist - Sledgehammer Games Foster City, CA March 2016 - Present
Games: Call of Duty: WW2, DLC 1: The Resistance, DLC 2: The War Machine, DLC 3: United Front, DLC 4: Shadow War
• Managed a team of 4 enviroment artist on a DLC map from start to finish; I worked with the Art Director, Level Designer, Lighting, Tech and VFX team to ensure that the level was finished on time and with the highest quality.
• Work closely with art director, environment artists and designers
• Create, edit, and optimize realistic detailed 3d environments
• Understand the requirements and constraints of the game design, engine and platform – creatively solve challenging budget and technical limitations to ensure effective implementation of evocative environments
• Create a variety of models (structures, terrain, props) from photo reference and concept
• Communicate and collaborate effectively with the development team
• Quickly learn and adapt to new tools, processes, and pipelines
• Set dressing environments
• Made proxy models/Ref sheets for Outsocuring Studios, as well as worked with Outsourcing manger to ensure that models were returned at a high quality bar.
Associate Artist - NetherRealm Studios Chicago, IL August 2014 - May 2015
Games: Injustice iOS & Android, Mortal Kombat Mobile iOS & Android
Modeled and Textured Assets
High to Low Poly modeling and baking
Repurposing assets and characters to fit mobile game guidelines and efficiency
Creating textures, diffuse, normal, specular, emissive and reflective maps
Texture atlasing to produce efficient textures to be used by multiple meshes
Combining mesh groups, while removing unneeded polys
Optimizing meshes, uvs and lightmaps
Enhancing character models and textures received from out sourcing
Worked with senior artist to construct levels, lighting, packages, materials and make improvements where needed through the game design pipeline
Intern - Full Sail University Winter Park, FL July 2014 – August 2014
Assisted Course Director
Technical Skills:
High/Low poly modeling
Creating efficient UV Layouts
Generating Maps for Textures
Photo-Sourced Texturing
Physically Based Texturing
UDK Engine (Importing, placing, lighting, decals, materials, packages)
Knowledge of the Game Development Pipeline
Quick to learn new software and tools.
Software
Engines:
Radiant
Unreal Engine 4
Art assets creation:
Maya
Photoshop
Zbrush
Substance Painter
Substance Designer
Quixel Suite
xNormal
CrazyBump
Simplygon
Perforce
Marvelous Designer
Marmoset
Education
Bachelor of Science: Game Art 2012-2014
Full Sail University Winter Park, FL
Awards and Achievements
Advanced Achiever Full Sail University June 2014