Full name
Scott Petty
Biography
My name is Scott Petty. I am a Sr. Environment Artist/ Level Designer who specializes in medieval level creation. I have 8 years of production experience and 4 shipped titles working both in-house and remote. I have a deep rooted passion for Indie game development and next-gen game art.
Age: 35
Skills:
- World buliding
- Level Design
- Lighting/Post-Process
- PBR Shader pipeline
- High Poly Modeling
- Low Poly Modeling
- Sculpting for Normal Mapping
- UV Mapping
- 2D Art Concepts
- Team Management
Software:
- 3DS Max
- ZBrush
- Adobe Photoshop
- Perforce UE4/UDK
- World Machine
- UV Layout
- Topogun
- xNormal
- nDo2
- dDo
-Crazybump
Game Engine(s):
- Unreal Engine 4
- UDK
- Source Engine
- HeroBlade Engine (MMO)
- Rayform
Work History:
Baremettle Entertainment: 6/2014 to 5/16
Game: Exanima
Position: Senior Environment Artist
- Create highly detailed and optimized game ready architecture, textures, modular tile-sets, and props for Exanima.
- Import assets into custom game engine
- Work closely with Art Director to achieve desired look and feel of modular tile-sets in accordance to game lore
Aesthetic Games: 6/2013 to 6/2014
Game: Dead Crusade
Lead Environment Artist/ Creative Director
- Created all 3D Environment Art, Models, Lighting, Textures, Shaders, and Level Design for Dead Crusade using Unreal Engine 4 and UDK
- Worked as the only Environment Artist
- Created all Master shader networks for different material types
- Creation of properly spaced, asset resolution dominance lightmaps
- creation compelling and detailed lighting setups for the levels.
- Complete game design, production, recruitment, and team management
Action Mobile Games: 10/2011 to 6/2013
Game: 2013: Infected Wars
Position: Lead Environment Artist
- Create extremely optimized level architecture and textures to run on mobile devices (iPhone 3G-4G) in a timely manner.
- Creation of lightmaps and compelling lighting setups for all levels.
- Push the boundries of what is visually possible on the iPhone and mobile platforms while retaining high framerates.
- Work closely with a team of Artists to achieve a consistent look and feel for all Environments.
Torn Banner Studios: 04/2009 to 10/2011
Game: Chivalry: Medieval Warfare
Position: Lead Environment Artist
- In charge of all Environment Art and Level Design efforts for transition from Source MOD to commercial UDK game
- Participated in all interviewing and recruitment selection for all applying 3D Artists
- Work closely with a team of Jr. Artists to develop props for use in levels
- Review of all art assets via voice and screen share
- Created all Master shader networks for different material types
- Implementation of all 3D models, shaders, textures into UDK game engine
- Focus on level optimization using LODs, precomputed visibility volumes, and culling
- In charge of world creation from level blockout to final look
- Place objects within the level to create compelling scenes
- Light the level and began creating post process chains for optimal visual impact.
- Used Kismet to script level events such as backround siege dynamics
BioWare Austin, Austin Tx, 04/2008 to 09/2009
Game: Star Wars: The Old Republic
Position: 3D Environment Artist
- Use of height map tools to create terrain deformations
- Use of terrain painting tools to paint texture blends on landscapes
- Creation of dungeons and landscapes using modular art assets
- Using Heroblade lighting tools to light environments
- Elemination of bugs on various planets for The Old Republic MMO