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Gwyneth Esteban
Gwyneth Esteban
Junior Environment Artist
Sydney, Australia

Summary

Recently graduated from Academy of Interactive Entertainment in Sydney and now working as a Junior Environment Artist at Click Media. Currently working with industry softwares; Maya, Zbrush, UEFN, Unreal Engine, Unity, Photoshop, Marmoset Toolbag, Substance Painter & Designer.

Skills

Environment DesignRendering3D ModelingCharacter ModelingEnvironment ModelingTexturingGame DevelopmentCharacter AnimationPBR Texturing3D Art

Software proficiency

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

Experience

  • Junior Environment Artist at Click Media
    AU
    August 2023 - Present

    As a Junior Game Environment Artist in the Click Creates team, I work closely with our Lead Game Developer and Programmers/Designers to create Fortnite game maps and experiences using UEFN; a leading UGC platform.

    My Responsibilities:

    - Creating the look/feel of 3D assets ranging from hard surface structures to organic foliage

    - Creative level layouts using 3D assets ranging from unique to existing assets

    - Creating new assets using kit bash methods where appropriate

    - Influencing Click's asset creation pipeline through my understanding of asset creation such as trim sheet workflows and developing/using modular kits for efficiency and speed

    - Influencing Click's environment layout pipeline with my understanding of Unreal Engine 5 and other software to improve workflows such as asset placement and procedural development methods

    - Working with various materials from stylised to photo-real, utilizing PBR workflows

    - Working on lighting for various environments

    - Working on atmosphere for various envrionments utilising fog, post processing and particle systems

    - Interpreting and pushing ideas/designs/concepts to the next level while taking into account technical and design constraints such as memory budget, poly counts, texture memory limits, level design and draw calls.

    - Communicating with the rest of the team to ensure all assets are optimised and performant.

    - Having the ability to work in sprints, creating amazing environment work on a timeline

    - Using project management software with guidance from the lead developer to manage tasks and workload + task delivery expectations