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Harley Wilson
Harley Wilson
Environment/Props Artist - Tom Clancy's The Division
Newcastle upon Tyne, United Kingdom

Summary

Intermediate Environment/Props (and aspiring Lighting) artist @ Ubisoft, working on Tom Clancy's The Division franchise.

[TOM CLANCY'S THE DIVISION - UNDERGROUND DLC]
My responsibilities on this project have been:
> Creating Hero Props, such as the Jamming Device
> Researching and implementing a HP/Damage system for the gameplay modifiers
> Creating Dressing Props
> Setting up re-usable gameplay elements - e.g. damaging fires, virus-contaminated prop clusters
> Initial 50% Dressing, Lighting, and Asset Creation for the special Incinerator Room

[TOM CLANCY'S THE DIVISION]
My responsibilities on this project have been:
> Creating generic props (inc. models and textures) to AAA quality standards
> Reviewing Outsourced assets
> Modifying or kitbashing existing assets
> Mission-specific asset creation
> Final level dressing pass on the Rooftom Comm Relay Mission, to make the spaces comply with Art Direction, and to achieve quality while optimising at the same time
> Level dressing, VFX optimisation, Lighting optimisation passes on Mission areas to support other artists

Experienced in:
> Creating high-quality low and high-poly assets for AAA, with quick turnaround times
> Creating bespoke level architecture for AAA
> AAA PBR texture creation
> Manual LOD creation, LOD bugfixing
> Creating modular building kits
> Applying/setting up node-based shaders (UE4, Snowdrop)
> Prototyping cheaper/optimised node-based technical solutions (Snowdrop)
> Node-based gameplay scripting and interactive prop setup (Snowdrop)
> Kitbashing new props or variations of existing assets
> Making sure assets work well with navmesh, allowing for player/NPC navigation
> Optimisation of assets in terms of triangle count, texture budgets, draw calls, etc
> Optimisation of environments in terms of streaming costs, VFX, and lighting to achieve stable FPS on consoles
> Dressing and first-pass lighting of levels and re-usable environment modules, following composition best practices
> Setting up props for Destruction, using our in-house tools (Snowdrop)
> Prodedural in-engine animation (Snowdrop)
> Whiteboxing, briefing, and providing artistic/technical feedback for outsourcing
> Lighting environments, and optimising Lighting setups (Snowdrop, UE4)

Skills

3D ModelingEnvironment ModelingPBR TexturingTexturingTexture BakingUV MappingHard Surface ModelingEnvironment DesignHigh-poly ModelingLow-poly ModelingProp ModelingProp DesignLightingOptimisation

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Mudbox
Mudbox
InDesign
InDesign
ZBrush
ZBrush
Unity
Unity
Substance Designer
Substance Designer
Substance Painter
Substance Painter

Productions

  • Division underground2
    • Video Game
      Tom Clancy's The Division: Underground DLC
    • Year
      2016
    • Role
      Junior Environment Artist
    • Company
      Ubisoft Entertainment
  • Tom clancys the division
    • Video Game
      Tom Clancy's The Division
    • Year
      2015
    • Role
      Junior Environment Artist
    • Company
      Ubisoft Entertainment

Experience

  • Environment Artist at Ubisoft Reflections
    Newcastle upon Tyne, United Kingdom
    April 2017 - Present

  • Junior Environment Artist at Ubisoft Reflections
    Newcastle upon Tyne, United Kingdom
    September 2014 - April 2017 (2 years 7 months)

  • 3D Artist at Big Head Games
    North Shields, United Kingdom
    May 2012 - September 2012 (4 months)