Jayson Miller
Jayson Miller
Environment/3D Artist
Raleigh, NC, United States of America

Summary

Hello! My artistic weapons come in the form of diversity and passion. Having a firm grasp on many different digital mediums such as strong fundamentals in composition, lighting, color theory and form within 3D and 2D space allows for versatility within new and existing pipelines.

Possessing expertise in High to Low Poly modeling techniques, PBR Texturing & Modular asset workflows, as well as the ability to follow strict deadlines and inspire those around me allows the ability to maximize artistic efficiency within any production pipeline.

Please feel free to contact me for any inquiries you may have!

Skills

3D ModelingPBR TexturingEnvironment ModelingArchitectural DesignHard Surface ModelingWorld BuildingLook DevelopmentConcept DesignTexture Baking3D ConceptingEnvironmental SculptingModularity WorkflowsTrim sheet creationInitial Lighting PassesOptimized GeometryGreat Team Player :D

Software proficiency

Maya
Maya
Modo
Modo
ZBrush
ZBrush
CRYENGINE
CRYENGINE
Unity
Unity
Unreal Engine
Unreal Engine
Substance Designer
Substance Designer
Substance Painter
Substance Painter
Substance B2M
Substance B2M
Quixel Suite
Quixel Suite
Photoshop
Photoshop
Illustrator
Illustrator
Knald
Knald
xNormal
xNormal
Marmoset Toolbag
Marmoset Toolbag

Experience

  • Sr. Environment Artist at BossKey Productions
    Raleigh, NC, United States of America
    March 2016 - Present

    -Environment Artist among a very small team of talented individuals. Responsible for the full pipeline of environment art including areas of Lookdev, Concepting, Modeling, Texturing, Lighting, and Technical proficiency within Unreal Engine 4.

  • Environment Artist at Turtle Rock Studios
    Orange County, CA, United States of America
    July 2015 - January 2016

    -Environment Artist among a very small team of talented individuals. Responsible for the full pipeline of environment art including areas of Lookdev, Concepting, Modeling, Texturing, Lighting, and Technical proficiency within Cryengine & UE4

  • Environment Artist at 343 Industries
    Kirkland, WA, United States of America
    July 2014 - July 2015

    -Environment Artist as part of the multiplayer (Architecture Team) and working on Halo 5’s new game mode - Warzone | I was responsible for supporting architectural structures across the first shipped Warzone maps.

  • Contract Hard Surface Modeler at Liquid Development
    Remote
    May 2014 - May 2014

    -Hard surface modeler responsible for weapon assets utilizing High > Low Poly baking, modeling, texturing, and proper UV techniques within an existing workflow

  • Contract Environment Artist at Wayforward Technologies
    Remote, United States of America
    March 2014 - March 2014

    -Environment artist responsible for Modular set pieces utilizing proper modeling, texturing, and tileable uv techniques using an existing workflow

  • Lead 3D Artist at Pixo Group (Formerly Pixofactor, Pixo Entertainment)
    Royal Oak, MI, United States of America
    March 2013 - March 2014

    -Lead 3D Artist for a full 3D & 2D pipeline including areas of LookDev, Concepting, Modeling, Texturing, Lighting, Performance passes, and technical proficiency within Unity for Games, Apps, Animations, Simulations, etc

  • Contract Prop Artist at Marvel Apps
    Remote, United States of America
    August 2012 - September 2012

    -Prop artist responsible for detailed prop creation and lookdev utilizing High > Low Poly baking, modeling, texturing, and performance techniques within an existing workflow for use in Unity