Clinton Crumpler
3D Environment Artist
Austin, TX, USA
7577081517
www.clintoncrumpler.com
My primary creative focus is 3D environment art direction, modeling, texturing, and shader development for games. My secondary focus is graphic design, ranging from UI design to product branding and identity. Capable in development for PC/Console/Facebook/Mobile formats.
Work Experience
Battlecry Studios
Environment Artist
Environment Artist for Battlecry
• Texture development, optimization, and implementation for stylized environments and props.
• High | Low poly modeling and stylized painted PBR texturing of environment buildings, landscapes, and props.
• Texture development, optimization, and implementation for stylized environments and props.
• High | Low poly modeling and stylized painted PBR texturing of environment buildings, landscapes, and props.
October 2014
- Present
Austin, Texas, United States
Digital-Tutors
E-Learning Instructor
Instructor for tutorials for game art
• Planned and instructed digital tutorials/lessons on art construction and shader/material workflows for game development
• Planned and instructed digital tutorials/lessons on art construction and shader/material workflows for game development
2013
- 2015
Oklahoma, United States
Tuque Games
Freelance Environment Artist
Environment Artist for title World War Machine
- Creation of tile based isometric assets and textures
- Creation of tile based isometric assets and textures
August 2014
- October 2014
Montreal, Quebec, Canada
Kixeye
Environment Aritst
Environment Artist for Unannounced Project in UE4
• Pipeline development, optimization, and implementation for real-time destruction for structures and assets.
• Art direction establishment and outsource management to establish art quality bar.
• Design and creation of highway system consisting of path planning, texturing, materials, and models for roads, signs, structures, etc.
• High | Low poly modeling, shader creation, and PBR texturing of environment buildings, landscapes, and props allowing for a variety of controls for multiple instances.
• Pipeline development, optimization, and implementation for real-time destruction for structures and assets.
• Art direction establishment and outsource management to establish art quality bar.
• Design and creation of highway system consisting of path planning, texturing, materials, and models for roads, signs, structures, etc.
• High | Low poly modeling, shader creation, and PBR texturing of environment buildings, landscapes, and props allowing for a variety of controls for multiple instances.
April 2013
- August 2014
San Francisco, California, United States
Studio MekTek
Freelance Environment / Texture Artist
Freelance Artist for PC title Heavy Gear: Assault
• Stylized texturing of mechs and environmental props
• Realtime shader creation using UE4 engine
• Stylized texturing of mechs and environmental props
• Realtime shader creation using UE4 engine
January 2013
- April 2013
New Brunswick, Canada
America's Army / SAIC
Art Lead / Environment Artist
America's Army / SAIC Artist for PC title Americas' s Army: Proving Ground and various government and defense projects
• High/Low poly modeling, shader creation,and texturing of environment buildings, landscapes, and props
• UI design, development, and processing through storyboard, mock-ups, wire-frames, design documentation and final graphic element construction used for mobile and web platforms
• Development of studio brand and visual style and multiple forms of marketing elements (Print / Web)
• Collaboration and coordination with art directors, artists, website developers, level designs, and other development teams on multiple simultaneous projects
• High/Low poly modeling, shader creation,and texturing of environment buildings, landscapes, and props
• UI design, development, and processing through storyboard, mock-ups, wire-frames, design documentation and final graphic element construction used for mobile and web platforms
• Development of studio brand and visual style and multiple forms of marketing elements (Print / Web)
• Collaboration and coordination with art directors, artists, website developers, level designs, and other development teams on multiple simultaneous projects
June 2012
- April 2013
Huntsville, Alabama, United States
Microsoft / SCAD
Environment Artist
Collaboration design and research project for the Kinect sponsored by Microsoft Studios through the Savannah College of Art and Design
• High / low poly modeling, shader creation, and texturing of environment buildings, landscapes, and props
• Assisted and collaborated in design of gameplay mechanics, storybeats, and 3D construction workflows
• High / low poly modeling, shader creation, and texturing of environment buildings, landscapes, and props
• Assisted and collaborated in design of gameplay mechanics, storybeats, and 3D construction workflows
January 2012
- March 2012
Savannah, Georgia, United States
Savannah College Of Art & Design
Graduate Teaching Assistant - Internship
• Instructed the use of procedural effects and advanced material development for games to undergraduate SCAD students
• Created and applied tutorials, class lessons, and testing materials
• Created and applied tutorials, class lessons, and testing materials
January 2012
- March 2012
Savannah, Georgia, United States
Savannah College Of Art & Design
Community Assistant / Resident Assistant
• Served as the liaison between professional staff to student staff of thirteen
• Aided and assisted all staff in social, academic, diversity, and self improvement programming.
• Responsible for apartment lifestyle management and student scheduling.
• Responsible for the recreational and educational development of the student community.
• Aided and assisted all staff in social, academic, diversity, and self improvement programming.
• Responsible for apartment lifestyle management and student scheduling.
• Responsible for the recreational and educational development of the student community.
January 2008
- June 2012
Savannah, Georgia, United States
Education
Savannah College Of Art And Design (SCAD)
MFA Interactive and Game Design
June 2010
- November 2012
Savannah, Georgia, United States
Savannah College Of Art And Design (SCAD)
BFA Animation
2008
- 2010
Savannah, Georgia, United States
Programs
Focus:
Maya, Zbrush, UE4, UE3, Ndo2, Ddo, Topogun, Nex, PhysX
Photoshop, Illustrator, InDesign
Perforce, Jira
Knowledgeable:
After Effects, Unity, Substance Designer
Dreamweaver, Hansoft, CSS , HTML
Maya, Zbrush, UE4, UE3, Ndo2, Ddo, Topogun, Nex, PhysX
Photoshop, Illustrator, InDesign
Perforce, Jira
Knowledgeable:
After Effects, Unity, Substance Designer
Dreamweaver, Hansoft, CSS , HTML
Projects
Battlecry
World War Machine
America's Army: Proving Grounds
Heavy Gear Assault
Digital Tutors: Creating Game-Ready Chains, Ropes, and Vines in Maya and UDK
Digital Tutors: Real-Time Environment Materials and Textures in UDK
Digital Tutors: Creating a Vintage Textured Game Asset in Photoshop and Maya
Digital Tutors: Real Time Aging and Decay for Games in UDK and Photoshop
Digital Tutors: Post-Processing and Cinematic Effects in UDK
World War Machine
America's Army: Proving Grounds
Heavy Gear Assault
Digital Tutors: Creating Game-Ready Chains, Ropes, and Vines in Maya and UDK
Digital Tutors: Real-Time Environment Materials and Textures in UDK
Digital Tutors: Creating a Vintage Textured Game Asset in Photoshop and Maya
Digital Tutors: Real Time Aging and Decay for Games in UDK and Photoshop
Digital Tutors: Post-Processing and Cinematic Effects in UDK