Website powered by
Harley Wilson
Harley Wilson
Senior Lighting Artist @ Ubisoft
Newcastle upon Tyne, United Kingdom

Summary

Self-taught Asset & Lighting Artist - I also enjoy making node-based shaders, a bit of C/C#, and generally solving problems. Senior Lighting Artist @ Ubisoft.

[AVATAR: FRONTIERS OF PANDORA - SECRETS OF THE SPIRES DLC]
> Environment Lighting, plus feedback & optimisation of existing Lighting passes
> Scripted Lighting sequences for dramatic gameplay beats
> Lighting Asset setups

[ASSASSIN'S CREED NEXUS VR]
> Environment Lighting, setup of volumes & probes to support custom character rendering pipeline
> Setup of Lighting Fixture Prefabs
> Creation of Animus skybox texture & tweaking of textures to get the best results from Animus enemies in the final mission

[TOM CLANCY'S THE DIVISION 2 - CLASSIFIED ASSIGNMENTS & EXPEDITIONS]
> Environment Lighting & Lighting scripting
> Creation & in-engine setup of bespoke Lighting Assets

[TOM CLANCY'S THE DIVISION 2 & DLC]
> Lighting of various areas
> Optimisation of Lighting inherited from other Lighting Artists, creation & optimisation of Lighting Assets
> AAA-quality asset creation, preparing assets for outsource, optimisation of props
> Training junior artists up to intermediate level

[TOM CLANCY'S THE DIVISION - UNDERGROUND DLC]
> Creating Hero Props, such as the Jamming Device, (inc. models and textures) to AAA quality standards
> 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]
> 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:
> Open world lighting & postprocessing setup
> C# scripting (Unity)
> Face-to-face teaching of, and preparing training materials for, interns and new 3D artists
> 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, Unity, Snowdrop)
> Node-based gameplay scripting and interactive prop setup (Snowdrop)
> Kitbashing new props or variations of existing assets with very short iteration times
> 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
> Setting up props for Destruction, using our in-house tools (Snowdrop)
> Prodedural in-engine animation (Snowdrop, Unity)
> Whiteboxing, briefing, and providing artistic/technical feedback for outsourcing
> Lighting environments - baked or realtime - and optimising Lighting setups

Skills

3D ModelingEnvironment ModelingPBR TexturingTexturingTexture BakingUV MappingHigh-poly ModelingGraphic DesignEnvironment DesignOptimisationHard Surface ModelingLightingLow-poly ModelingProp ModelingProp Design

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Unity
Unity
InDesign
InDesign
GameMaker: Studio
GameMaker: Studio

Productions

    • Video Game
      Avatar: Frontiers of Pandora (Secrets of the Spires DLC)
    • Year
      2024
    • Role
      Lighting Artist
    • Company
      Ubisoft Entertainment
    • Video Game
      Assassin's Creed Nexus
    • Year
      2023
    • Role
      Lighting Artist
    • Company
      Ubisoft Entertainment
    • Video Game
      Tom Clancy's The Division 2
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Ubisoft Entertainment
    • Video Game
      Tom Clancy's The Division: Underground DLC
    • Year
      2016
    • Role
      Junior Environment Artist
    • Company
      Ubisoft Entertainment
    • Video Game
      Tom Clancy's The Division
    • Year
      2015
    • Role
      Junior Environment Artist
    • Company
      Ubisoft Entertainment
    • Video Game
      International Snooker 2014
    • Year
      2014
    • Role
      3D Artist
    • Company
      Big Head Games
    • Video Game
      Robot Race
    • Year
      2012
    • Role
      3D Artist
    • Company
      Easley-Dunn Productions, Inc.

Experience

  • Senior Lighting Artist at Ubisoft Reflections
    Newcastle upon Tyne, GB
    May 2024 - Present

  • Lighting Artist at Ubisoft Reflections
    Newcastle upon Tyne
    October 2020 - May 2024

  • Junior Lighting Artist at Ubisoft Reflections
    Newcastle upon Tyne, United Kingdom
    January 2019 - October 2020

  • Environment Artist at Ubisoft Reflections
    Newcastle upon Tyne, United Kingdom
    April 2017 - January 2019

  • Junior Environment Artist at Ubisoft Reflections
    Newcastle upon Tyne, United Kingdom
    September 2014 - April 2017

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