James Catterson

Senior Environment Artist

Profile

    • Experience of AAA production on numerous platforms
    • Well versed with Substance Designer & Painter
    • Experience with Quixel Suite dDo & nDo
    • Work has been featured on the DVDs of 3D World and 3D Artist magazines
    • Exceptional 3D modeling and UV mapping skills with 3ds Max and Maya
    • Experience of Art outsource and feedback
    • Worked on projects from giant open world environments down to small DS titles
    • Always willing to take on additional responsibilities and specialties
    • Excellent texturing skills using Photoshop and good knowledge of Zbrush
    • Worked on platforms PS4, Xb1, PC,  X360, PS3, Wii, Nintendo DS
    • Ability to quickly learn in house proprietary tools
    • Knowledge of performance optimizations and profiling
    • Excellent Knowledge of Unreal 3 & 4 engines, including creating complex materials and Blueprint Hierachys
    • Able to work using given concept designs
    • Well versed in meeting deadlines while maintaining asset quality
    • Quick learner who works well under pressure, independently or as part of a team
    • A real passion for Video Games, Art and Architecture
    • Experience with Demoing to Journalists and appearing in promotional video

 

Professional Experience
Rocksteady Studios Ltd
 October 2012 – Present
Senior Environment Artist 

 

 

 

At Rocksteady I have had the enormous pleasure of working on the City Team for Batman: Arkham Knight. I joined the project during pre-production and contributed to the vertical slice demo as part of the City Environment Team. This continued into full production, also with a promotion to Senior Artist in 2013 as recognition of my skills and contribution to the project. I worked on almost all parts of the City during the project. I also gave hands on demos to Games Journalists shortly before E3 2015 and was interviewed for an Arkham Insider YouTube video. Game was Bafta nominated for Artistic Achievement and won Bafta for best British Game.

 

General work involved:

  • Grey Boxing and designing look of various city areas
  • Updating geometry to fit new design work
  • Creation of high quality, modular assets for use all over the Game
  • Ensuring all areas of the city conform to metrics for both Batman and the Batmobile
  • Liaising with and giving feedback to Outsource teams
  • Performance testing and streaming optimisations
  • Extensive LOD passes to ensure both visual fidelity and performance
  • Numerous art passes over various city chunks from initial Greybox tests, to end Polish passes
  • Gameplay friendliness passes over areas to ensure a smooth gameplay experience
  • Final bug fixing passes over many city areas eventually giving me the highest bug fix rate of the dept
  • Ownership of DLC story mission design at start of development
  • Liaising between many different departments on complex issues

My specific additional specializations for this project revolved around:

  • Creating template Outsource briefs and a very large amount of Outsource feedback
  • Art side implementation of city Interior Mapping, Joker switching Billboards and Statues
  • Creation of modular roads Shader system that dramatically reduced the Texture overhead, while doubling the texel Density
  • Ownership of all City based legal/copyright bugs

 

Climax Games
March 2012 – October 2012
Environment Artist (Contract)

 

 

 

Member of the Environment team for a highly ambitious AAA unannounced title. I carried out a variety of tasks, from editing current artwork, creating new props and level art from scratch and a heavy amount of optimizations. My role has mostly been working on an existing open world level, providing those extra levels of polish, and carrying out any design changes that are required. I have also been involved in creating other, smaller levels, from grey box, up to final polish. Carried out a large amount of profiling, and optimizing of existing assets, to ensure performance on consoles.

 

Rebellion Developments
May 2011 – March 2012
Environment Artist (Contract)

 

 

 

I was primarily responsible for the creation of environments using Sniper Elite V2. For the first five months, I was the principal artist on the first main level of the game, this level has frequently been used when showing the game to journalists, and was featured in the game’s Demo. Worked on a number of other levels to help troubleshoot and assist other artists. I have also contributed to the front-end environment and created a number of props for launch trailer and in-game use.

 

Gusto Games
May 2010 – May 2011
Junior Artist

 

 

 

I was employed by Gusto Games as a Junior Artist, working on a variety of titles, including DJ Hero 2. I was responsible for producing game ready models and textures to supplied briefs. Also worked on game concepts and provided images for pitch documents.

 

Lionhead
November 2009 – Dec
QA Tester (Contract)

 

 

QA for Milo & Kate and Fable 3. Involved working with the highly confidential (at the time) Kinect hardware

 

Jagex
April 2009 – Oct
Player Support (Contract)

 

 

 

Player support for their MMO Runescape and FunOrb. Involved investigating player complaints and helping to ensure the community is safe by identifying suspicious behavior. I was at the top of the Department’s performance rankings for my final month.

 

Education
University of Portsmouth
2005 – 2008
2.1 BSc (Hons) Computer Animation

Team leader for two Group Projects which improved leadership, organisational and teamwork skills. Developed excellent skills at prioritizing projects, problem resolution, keeping to deadlines and a close attention to detail through university projects.

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