Terry Hess
Terry Hess
Environment Art
Irvine, United States of America

Summary

I am a 3d artist whose main focus is in World Building, Hard Surface Modeling and Material Surface Qualities. I use color and light as well as distinct surface properties in my environments to express character and mood in an attempt to create living, breathing and visually interesting environments.

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Skills

World BuildingHard Surface ModelingShadersTeam ManagementOptimization and Performance

Software proficiency

CRYENGINE
CRYENGINE
Frostbite Engine
Frostbite Engine
Unreal Engine
Unreal Engine
3ds Max
3ds Max
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Photoshop
Photoshop
ZBrush
ZBrush
Quixel Suite
Quixel Suite
SpeedTree
SpeedTree
Maya
Maya

Productions

  • Fwzh
    • Video Game
      Firewall: Zero Hour
    • Year
      2018
    • Role
      Environment Artist
    • Company
      First Contact
  • Awcover
    • Video Game
      Armored Warfare
    • Year
      2016
    • Role
      Senior Environment Artist
    • Company
      Obsidian Entertainment
  • Battlefield 4
    • Video Game
      Battlefield 4
    • Year
      2013
    • Role
      Craft Director
    • Company
      DICE LA
  • Army of two the devils cartel
    • Video Game
      Army of Two: The Devil's Cartel
    • Year
      2013
    • Role
      Craft Director
    • Company
      Danger Close Electronic Arts
  • Medal of honor warfighter
    • Video Game
      Medal of Honor: Warfighter
    • Year
      2012
    • Role
      Craft Director
    • Company
      Danger Close Electronic Arts
  • Battlefield 3
    • Video Game
      Battlefield 3
    • Year
      2011
    • Role
      Senior Environment Artist
    • Company
      Danger Close Electronic Arts
  • Mw3wii
    • Video Game
      Call of Duty: Modern Warfare 3 Wii
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Treyarch
  • Call of duty black ops
    • Video Game
      Call of Duty: Black Ops
    • Year
      2010
    • Role
      Technical/Environment Artist
    • Company
      Treyarch
  • James bond 007 quantum of solace collectors edition
    • Video Game
      James Bond 007: Quantum of Solace -- Collector's Edition
    • Year
      2008
    • Role
      Environment Artist
    • Company
      Treyarch
  • Spider man 3
    • Video Game
      Spider-Man 3
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Treyarch

Experience

  • Lead Environment Artist at Obsidian Entertainment
    Irvine, United States of America
    April 2013 - Present

    • Responsibilities:

    * World Building, Modeling, Texturing, Keyframe Animation and Outsource Management of Environments and Assets.

    * Lead environment team of all aspects of level generation. Train art staff to raise visual quality bar in both geometry and material surface properties. Conduct performance reviews and provide feedback for Artist growth within the company. Work with production to manage schedule to ensure all deadlines are being met and course correct as needed.

    * Optimization and Framerate performance including LOD geometry, Draw Distances, Lighting, Occluders and Polish. Define PBR mesh, materials and shaders for Unreal 4 engine art pipeline.

  • Craft Director at DICE LA - Danger Close - Electronic Artst
    Playa Vista, United States of America
    May 2011 - April 2013

    • Responsibilities: Modeling, Texturing and Keyframe Animation of Environments, Vehicles and Props. Managed outsourcing studios for Vehicle and Prop creation including workbooks, scheduling and feedback. Shader creation of both static and animated shaders for global use. Trained art staff to raise visual quality bar in both geometry and material surface properties. Disk Image space optimization and Framerate performance including LOD geometry, Draw Distances, Raycast, Lighting, Occluders Optimization and Polish.

  • Senior Environment Artist/Technical Artist at Treyarch
    Santa Monica, United States of America
    November 2005 - May 2011

    • Responsibilities: Modeling and Texturing of Environments and Props. Shader creation of both static and animated shaders for global use. Trained art staff to use shaders and improve material surface properties. Minor Character Rigging and Animation. Disk Image space optimization and Framerate performance including LOD geometry, Draw Distances, Raycast, Lighting, Occluders Optimization and Polish.