Markel Milanes
Markel Milanes
Senior Environment Arts
Austin, TX, United States of America

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Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Unity
Unity
Quixel Suite
Quixel Suite
HardMesh
HardMesh

Productions

  • Viciouscircle cover
    • Video Game
      Vicious Circle
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Rooster Teeth games.
  • Recore cover
    • Video Game
      Recore
    • Year
      2017
    • Role
      3D Environment Artist
    • Company
      Armature Studio
  • Unfinishedswan cover
    • Video Game
      The Unfinished Swan (PSVita)
    • Year
      2014
    • Role
      3D Environment Artist
    • Company
      Armature Studio
  • Starwarsoldrepublic cover
    • Video Game
      Star Wars Old Republic
    • Year
      2011
    • Role
      3D Artist
    • Company
      Bioware
  • Injustice cover
    • Video Game
      Injustice Gods Amoung Us (PSVita Port)
    • Year
      2013
    • Role
      3D Environment Artist
    • Company
      Armature Studio
  • Batmanblackgate cover
    • Video Game
      Batman: Arkham Origins Blackgate
    • Year
      2013
    • Role
      3D Environment Artist
    • Company
      Armature Studio
  • Thesimspets3 cover
    • Video Game
      The Sims 3 Pet (PS3 - XBOX 360)
    • Year
      2011
    • Role
      3D Environment Artist
    • Company
      Edge of Reality Studio

Experience

  • Senior Environment Artist at Rooster Teeth Games
    Austin, United States of America
    December 2017 - September 2019

    ❖ ​Helped define the final art style for Vicious Circle through modeling and texturing exploration.

    ❖ Created documentation on guidelines for modeling and texturing pipeline.

    ❖ I did modeling, texturing and integrating for hero assets, props, weapons, gadgets, modular sets.

    ❖ I worked together with producers to scope out milestone for the environment team.

    ❖ I was tasked with mentoring and training any new hires for environment team.

  • 3D Artist at Bioware
    Austin, United States of America
    May 2017 - November 2017

    ❖ Create​d ​concept,​ ​model​ ​and​ ​textures​ ​for​ ​weapon​ ​set​ ​release​ ​on​ ​the​ ​Cartel​ ​Market .

    ❖ Create​d ​in​ ​engine​ ​animations​ ​and​ ​vfx​ ​​ ​for​ ​weapon​ ​sets.

    ❖ Created​ ​concepts,​ ​models,​ ​and​ ​textures​ ​for​ ​mechanical​ ​mounts​ ​for​ ​Cartel​ ​Market.

    ❖ Created​ ​in​ ​engine​ ​animations​ ​and​ ​vfx​ ​for​ ​mechanical​ ​mounts.

    ❖ Review and fix decoration assets before they go to the Cartel Market.

  • 3D Environment Artist at Armature Studio
    Austin, United States of America
    November 2011 - December 2016

    Recore Xbox One/PC

    - Created modular low poly highly reusable game assets.

    - Created high and low poly game assets and textures based on specific game look.

    - Worked with designer to create interactive props based on specific design needs.

    - World build in editor larger gameplay area with already created assets.

    - Created POV (point of interest) assets for cinematics and key moment in game.

    - Kit-bash new props from existing assets for quick turn around and reusable textures.

    Middle-earth: Shadow of Modor PS4/Xbox One/Steam

    - Created high and low poly game assets and textures for outsourced artifact objects.

    Dead Star PS4/Steam

    - Created background assets and bases.

    - Created highly reusable tileable normal maps and textures.

    Injustice: Gods Among Us - PS Vita

    - Worked with designer and programmer to created work flow for art port.

    - Greatly reduced Unreal materials and shader complexity to fix in memory of handheld.

    - Reduced and optimized game geometry to fit in memory on handheld console with specific frame rate target (60 fps).

    The Unfinished Swan - PS Vita / PS4

    - I was the person in charged for the art aspect of the PS Vita and PS4 port.

    - Reduced and optimized game geometry to fit in memory on handheld console.

    - Consolidated and rebaked texture maps for game assets for memory budgets.

    - Worked with designers to break levels in more optimal ways to hide load times and improve performance in handheld.

    - Created unique UI elements for new consoles (PS Vita / PS4) following SCEA guide lines.

    - Created unique UI elements for extra languages included in this particular version of the game.

    Batman: Arkham Origins Blackgate - PS Vita / 3DS / 360 / PS3 / WiiU

    - Created environments and props based on designer's block out rooms.

    - Reduced and optimized current console props and texture to fit in memory for handheld.

    - Worked closely with UI and programmer teams to implement and debug the tracking system for the mini map.

  • 3D Environment Artist at Edge of Reality
    Austin, United States of America
    November 2010 - November 2011

    The Sims 3 Pets PS3/ Xbox 360

    - Used high poly to low poly work flow to create highly detailed buildings and props.

    - Created LOD of assets to help with performance of mentioned platform.

    - Used in game tool to create unique an interesting NPC to help the Sims world come to life.

    - Use fur tool to develop and create the dozen of pets found in game

    - Created concept and design for vendor unique exclusive pre-order downloadable pets.

    - Helped play test game and fix art related bugs and optimization.