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Meggie Rock
Meggie Rock
3D Environment Artist
Austin, United States of America

Summary

Meggie Rock
3D Environment and Prop Artist
Austin, TX

Meggie.E.Rock@gmail.com
https://www.linkedin.com/in/meggierock
www.MeggieRock.com

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Creating beautiful and immersive 3D worlds is my passion. With a background in German, art history, and European studies I enjoy weaving function and form into my art. I am always eager to learn new techniques and programs, and I pride myself on my ability to self-teach. I enjoy taking on new, exciting challenges with goal oriented teams.

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
TopoGun
TopoGun
xNormal
xNormal
SpeedTree
SpeedTree

Reel

Experience

  • Environment Artist at Gunfire Games
    Austin, United States of America
    July 2017 - Present

    Modeled and textured unique assets and modular environment pieces utilizing low and high poly modeling, strip texturing, and procedural texturing methods

    Responsible for UV mapping, creating custom collision, integrating assets and textures into UE4

    Worked in-engine to set-dress levels and ensure cohesive visual language and uphold performance

  • Associate Environment Artist II at KingsIsle Entertainment
    Austin, United States of America
    February 2014 - October 2015

    Modeled and textured interactive 3D props and environments for an unannounced MMO

    Dynamically lit environments and created custom collision for assets and props

    Worked closely across departments to uphold quality and cohesion of KingsIsle's stylized aesthetic while adhering to technical limitations and polycounts

    Aided other environment artists in asset creation to alleviate workload across the team

    Conceptualized and illustrated 2D environment art, UI icons, and navigable maps for the mobile game AlphaCat

  • 3D Artist at Kalani Games
    Austin, United States of America
    April 2013 - May 2013

    Coordinated with texture artist to model and unwrap concept-accurate, stylized scenes while ensuring a seamless pipeline for the iOS game, Rube Works during a rigorous deadline