Rob Tomlinson
Rob Tomlinson
Senior Environment Artist at Deck Nine Games
Arizona, United States

About

I'm a senior environment artist with 7+ years of experience working in the video game industry. Most recently I have been working on narrative driven adventures with Deck Nine Games.

Skills

3D ModelingHard Surface ModelingDigital SculptingUV MappingPBR TexturingUnreal Material CreationSet DressingWorld Building

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
3DCoat
3DCoat
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag

Productions

    • Video Game
      Life is Strange: Double Exposure
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Deck Nine Games
    • Video Game
      Life is Strange: True Colors
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Deck Nine Games
    • Video Game
      Life is Strange: Before the Storm
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Deck Nine Games

Experience

  • Senior Environment Artist at Deck Nine Games
    Westminster, Colorado
    June 2020 - Present

    Life is Strange: True Colors (2021), Life is Strange: Double Exposure (2024)

    • Managed the creation of environment assets by modeling, unwrapping and texturing props, structures, and set dressing elements.

    • Utilized 3DS Max, Zbrush, Photoshop, Substance Painter, Substance Designer, Toolbag 3 and Unreal during production of "Life is Strange: True Colors."

  • Environment Artist at Deck Nine Games
    Westminster, Colorado, United States of America
    November 2016 - June 2020

    Life is Strange: Before the Storm (2017), Life is Strange: True Colors (2021)

    • Managed the creation of environment assets by modeling, unwrapping and texturing props, structures, and set dressing elements.

    • Took charge of Unreal shader and material development for the environment team.

    • Improved the asset pipeline and workflows by assessing the needs of the project and team.

    • Utilized Maya, Zbrush, 3DCoat, Photoshop, xNormal, Toolbag 3 and Unity during production of “Life is Strange: Before the Storm.”

    • Utilized 3DS Max, Zbrush, Photoshop, Substance Painter, Substance Designer, Toolbag 3 and Unreal during production of "Life is Strange: True Colors."

  • Hard Surface Artist at Razor Edge Games
    Phoenix, Arizona, United States of America
    May 2016 - October 2016

    Eden Falling (TBA)

    • Managed the creation of hard surface assets by modeling high and low-poly weapons, props and hero assets.

    • Worked independently and self-managed to meet deadlines on remote contract assignments.

    • Communicated and organized with the team and leads through online conference calls.

    • Utilized 3DS Max, xNormal and Unity.

  • Environment Artist at Arizona State University
    Phoenix, Arizona, United States of America
    March 2014 - September 2014

    M2D2: Merging 2 Discover 2morrow

    • Contract environment work for “M2D2: Merging 2 Discover 2morrow,” an educational game for special needs students and juvenile detention facilities in Arizona.

    • Utilized 3DS Max, Photoshop, xNormal and Unity.

  • Environment Artist at The Art Institute of Phoenix
    Phoenix, Arizona, United States of America
    July 2013 - March 2014

    Vermin! Radiation Roundup

    • Student development team working on “Vermin! Radiation Roundup,” a tower defense game created in a competitive environment.

    • Utilized 3DS Max, Photoshop, xNormal and Unity.

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