Scott Pearce
Scott Pearce
Senior Environment Artist Available for Work
Melbourne, Australia

Summary

I'm a Senior Environment with 15+ years in game development. For the last 5 years I've been working in the FPS genre, primarily in multiplayer games. Most recently I worked as a co-dev partner with Blizzard on Overwatch 2, working across several maps. I'm fluent in highpoly to lowpoly asset production, modular level construction and PBR workflows.

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Skills

Game DevelopmentEnvironment ModelingTexturingPBR TexturingHard Surface ModelingDigital SculptingModularUE5

Software proficiency

3ds Max
3ds Max
Modo
Modo
Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Photoshop
Photoshop
Photoscan
Photoscan
RizomUV
RizomUV

Productions

    • Video Game
      Overwatch 2
    • Year
      2022
    • Role
      Worked as a co-dev partner with Blizzard Entertainment
    • Company
      Redhill Games
    • Video Game
      9 to 5
    • Year
      2021
    • Role
      Environment Art, Asset Creation
    • Company
      RedHill Games
    • Video Game
      Pavlov VR
    • Year
      2020
    • Role
      Environment Art, Level Design, Asset Creation
    • Company
      Upsurge Studios
    • Video Game
      Rugby League Live 4
    • Year
      2017
    • Role
      Environment Art, Character Art
    • Company
      Big Ant Studios
    • Video Game
      Don Bradman Cricket 17
    • Year
      2016
    • Role
      Environment Art
    • Company
      Big Ant Studios
    • Mobile Game
      Need For Speed: No Limits
    • Year
      2015
    • Role
      Environment Art.
    • Company
      EA: Firemonkeys
    • Mobile Game
      Real Racing 3
    • Year
      2013
    • Role
      Environment Art
    • Company
      EA: Firemonkeys
    • Video Game
      Fractured Soul
    • Year
      2011
    • Role
      Environment Art
    • Company
      Endgame Studios
    • Video Game
      Heroes Over Europe
    • Year
      2009
    • Role
      Environment Art, Modelling and Texturing a range of assets.
    • Company
      Transmission Games
    • Video Game
      Heatseeker
    • Year
      2006
    • Role
      Environment Art
    • Company
      IR Gurus

Experience

  • Senior Environment Artist at Redhill Games
    Helsinki, FI
    June 2021 - March 2024

    Currently Employed as a Senior Environment Artist at Redhill Games.

  • Freelance Artistist at Upsurge Studios
    Melbourne
    March 2019 - May 2021

    Worked as a contract environment artist at Upsurge Studios, helping their clients with their outsourcing needs. This involoves everything from asset through to environment and level construction.

  • Senior Artist at Big Ant Studios
    Melbourne, Australia
    February 2016 - June 2017

    - Modelling and texturing a variety of assets

    - Texturing assets using Substance Painter using a PBR workflow

    - Baking normal maps from high poly models created in both Zbrush and Maya

    - Creating new Stadiums and reworking pre-exisiting ones to bring them into line with current gen hardware standards

    - Taking Scan data of player heads and reworking them in Zbrush for player models in Rugby League Live 4

  • Contract Environment Artist at EA: Firemonkeys
    Melbourne, Australia
    August 2013 - August 2015

    - Environment artist for Need for Speed: No Limits

    - Level building, modelling and texturing art assets

    - Pre-visualisation and proof of concept of various in-game and game related art assets

    - Environment artist for Real Racing 3

    - Level building, modelling and texturing art assets

    - Gathering reference material and documenting race track/environment features

  • Field 3D Developer at Immersive Technologies
    Perth, Australia
    March 2012 - January 2013

    - Worked with training officers at mine sites to implement simulation based training solutions for haul truck drivers

    -Documented mine sites and using collated 3D data reconstructed mine sites for simulation based training

  • Contract Environment Artist at Visceral Games Australia
    Melbourne, Australia
    September 2011 - October 2011

    - Modelling and Texturing Art Assets

    - Ensuring assets conformed to technical specifications and gameplay requirements

  • Contract Environment Artist at Endgame Studios
    Melbourne
    May 2011 - August 2011

    - Modelling and texturing environments using Maya

    - Developing look and feel of several levels

    - Ensuring levels conformed to concept art

  • Contract 3D Artist at Zero One Animtaion
    Melbourne, Australia
    November 2010 - March 2011

    - Converting low-polygon meshes of Adidas shoes to high-polygon meshes, modelling in extra details

    -Unwrapping and texturing models

    -Setting up shaders

    -Ensuring that models matched technical requirements of project, whilst maintaining a high degree of quality for Adidas' virtual kiosk: a large 4 LCD screen interactive display of Adidas shoes

  • Environment Artist at Transmission Games
    Melbourne, Australia
    February 2006 - October 2009

    - Modelled and textured various environment assets for several large world flight games

    - Built several levels for large open world flight games

    - Assisted in management of ensuring that environment assets were game ready