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David May
David May
Freelance Artist
St. Paul, MN, United States

Summary

3d Environment Artist and Game Developer in the Videogame Industry since 2006

Skills

Game Development3d Artist

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush

Productions

    • Video Game
      Borderlands 3
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Gearbox Software
    • Video Game
      Borderlands the Pre-Sequel
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Gearbox Software
    • Video Game
      Aliens Colonial Marines
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Gearbox Software
    • Video Game
      Borderlands 2
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Gearbox Software
    • Video Game
      F.E.A.R. 3
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Day 1 Studios (Now Wargaming Chicago-Baltimore)
    • Video Game
      Fracture
    • Year
      2008
    • Role
      Environment Artist
    • Company
      Day 1 Studios (Now Wargaming Chicago-Baltimore)
    • Video Game
      Hour of Victory
    • Year
      2007
    • Role
      Environment Artist
    • Company
      nFusion Interactive

Experience

  • Art Lead/3d Artist at Gearbox Software
    Dallas, TX, United States of America
    September 2010 - July 2017

    • Responsible for representing and directing a team of artists for several different AAA game projects.

    • Managed the model/texture side of gun creation for Borderlands 2. Our robust, procedural gun system broke a Guinness world record for most guns in a game, with more than 17.75 million unique guns.

    • Worked with concept and art direction to hone visual design and develop blockout models for all guns in the game.

    • Modeled and textured prototype weapons, and managed production throughout completion.

    • Provided primary point of contact with code, audio, fx, and animation.

    • Provided daily feedback and integration of outsourced work.

    • Modeled and textured many many more guns, props, modular sets, robots, loot chests, (and jump-scare mimic naturally), gigantic eyeball bosses, turrets, and more across the Borderlands universe

  • Environment Artist at Day 1 Studios
    Chicago, IL, United States of America
    October 2007 - December 2009

    • Started out making set dress props, and quickly made progress to making highlight, centerpiece models for games and demos.

    • Was heavily relied on to provide "Next Gen" art to satisfy publisher's needs and land contracts.

    • Made characters, vehicles, modular sets, highly interactive physics based assets, foliage, tiling environment textures, and more.

    • Learned to be efficient in a tight production atmosphere. This allowed me to pump out models at a very fast rate and still keep a high visual quality. Found where to focus my time and energy.

    • Was quickly able to adapt and excel on different teams for projects, demos, and game pitches. Each team utilized different pipelines and had vastly different visual styles.

  • Environment Artist at nFusion Interactive
    Manalapan, NJ, United States of America
    December 2006 - August 2007

    • Modeled, uv unwrapped, and textured a wide array of assets and buildings. Created tiling textures, and helped work on characters.

    • Setup materials, built collision, worked with animators and level designers to implement models into gameplay.

    • Learned to work proficiently in a developer team environment.

    • Practiced efficiency techniques in uv unwrapping and modeling to optimize low res textures and low poly models; e.g. Stacking uvs, tiling, mirroring effectively, and high to low poly modeling through normal maps.