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Alexander Robinson
Alexander Robinson
Hard Surface / Environment Artist
Los Angeles, CA, United States

Summary

I am a self-motivated 3D Artist specializing in Hard Surface and Environment modeling. Maya is my primary modeling software where I'm able to create both high and low poly resolution assets. I also have experience in map design, lighting, UI, texturing from the stylized to photo-real, and pipeline asset management. Outside of Maya additional software that I have experience in are Unity, Unreal, Photoshop, xNormal, ZBrush, Quixel Suit, and Substance Painter.

Skills

High-poly ModelingLow-poly ModelingEnvironment ModelingWeapon ModelingUI DesignWorld BuildingUV MappingTexturingLighting

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Quixel Suite
Quixel Suite
DDO
DDO
Unity
Unity
Unreal Engine
Unreal Engine
xNormal
xNormal
ZBrush
ZBrush
Perfocre
Perfocre
Sourcetree
Sourcetree
Bitbucket
Bitbucket
Jira
Jira

Productions

    • Mobile Game
      Trigger Fist G.O.A.T.
    • Year
      2019
    • Role
      3D Artist
    • Company
      Lake Effect Applications
    • Mobile Game
      Trigger Fist
    • Year
      2017
    • Role
      Lighting
    • Company
      Lake Effect Applications
    • Mobile Game
      IGT Slots: Cleopatra II
    • Year
      2012
    • Role
      2D Artist
    • Company
      Critical Mass Interactive

Experience

  • Environment Artist at Funktronic Labs
    Pasadena, CA, United States of America
    September 2019 - Present

  • Materials Artist at Method Studios
    Santa Monica , United States of America
    May 2019 - June 2019

    Responsible for creating custom shaders, materials, and texturing assets.

  • 3D Artist at Lake Effect Applications
    Syracuse
    March 2013 - February 2019

    Platform Service - The Lake (iPhone/iPad)

    Title - Trigger Fist G.O.A.T (iPhone/iPad)

    Title - Trigger Fist (iPhone/iPad)

    I Played an extensive role in the level design process to ensure that players could become fully immersed in an enjoyable multiplayer environment. Molding, UV mapping and texturing environment and hard surface assets. 3D model optimization along with the creation of LODs based around performance requirements. UI design and implementation into Unity using NGUI

    Responsible for implementing map assets into the Unity engine, map lighting, placement of spawns/camps/zones and the creation of nav mesh. Asset pipeline management, ensuring that 3d and 2d assets are following naming conventions and meet quality standards based around performance and style guidelines.

    - Asset Pipeline Management

  • Environment Artist at Hangman Digital
    December 2012 - February 2013

    Molding environment assets, UV mapping and texturing.

  • Freelance 3D Artist at Rapture Game Studios, LLC
    Fort Wayne , United States of America
    June 2012 - December 2012

    Molding, UV mapping and texturing environment assets.

  • 3D Artist at Pressure Games
    May 2012 - July 2012

    Level design, Molding, UV mapping and texturing environment assets.

  • 3D Artist at Critical Mass Interactive
    Austin, United States of America
    March 2011 - April 2012

    Title - The Boondock Saints Game SXSW Game Trailer SXSW (CG Video Trailer)

    Title - IGT Slots: Cleopatra II (Slots Mobile Game)

    Molding, UV mapping and texturing environment and level design.