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Chris Edwards
Chris Edwards
Lead Artist @ Playsport Games
Liverpool, United Kingdom

Skills

3D ModelingEnvironment ModelingLightingLow-poly ModelingProp ModelingTexturing3D ScanningHigh-poly ModelingLevel DesignPBR TexturingOptimisation

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
TopoGun
TopoGun
World Machine
World Machine
xNormal
xNormal
World Creator
World Creator

Productions

    • Video Game
      Onrush
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Codemasters
    • Video Game
      Driveclub VR
    • Year
      2016
    • Role
      Contract Artist
    • Company
      Evolution Studios, SCEE
    • Video Game
      Driveclub
    • Year
      2014
    • Role
      Contract Artist
    • Company
      Evolution Studios, SCEE

Experience

  • Senior Environment Artist at Playsport Games
    Guildford , United Kingdom
    January 2020 - Present

  • Senior Environment Artist at Codemasters
    Runcorn, United Kingdom
    October 2018 - January 2020

    Spent time working on Dirt5

  • Environment Artist at Codemasters
    Runcorn, United Kingdom
    April 2016 - October 2018

    I was a world artist on the title Onrush for the PS4 and Xbox One and I was lead on the desert location. I was responsible for the design of the tracks (gameplay and visual.) The design of these tracks was particularly challenging because of the unique gameplay requirements of Onrush. Wide open tracks with multiple routes that encourage the team based racing combat style gameplay and work within 4 different game modes.

    For this tracks i was responsible for the layout, terrain creation and sculpting, terrain material masks, night lighting, object placement, decal pass, collision pass, bug fixing and optimisation.

    Objects such as buildings, rocks, vegetation and textures were provided by the object team. I worked closely with the object team to insure the tracks were completed this involved making blockout objects, asset lists and giving feedback.

  • Contract Artist at Evolution Studios
    Runcorn, United Kingdom
    October 2012 - April 2016

    Driveclub – PS4

    Worked as part of the world art team to deliver high quality tracks that were playable in a fully dynamic lighting and weather system. My responsibilities included asset creation and optimisation as well as creating and working with physically-based materials. I also worked directly on some of the tracks themselves this included object population, lighting, world optimisation with strict budgets and material painting.

    Driveclub DLC – PS4

    During the development of the DLC I was given a track to develop from blockout to final product. I created the Takahagi Hills track in the Japan location. I was responsible for the overall look and feel of the track as well as terrain creation, object population, writing object briefs, world optimisation, lighting, replay and intro cameras, material vertex painting, and bug fixing.

    Driveclub VR - PS4

    I was in charge of the Japan location for the PSVR version of Driveclub. This involved creating Gujo a brand new city based track for the base game and the PSVR version. Including designing the track layout from blockout, creating the terrain and track, building assets and textures, coordinating with outsource to get additional assets created. I was also responsible for optimising the existing Japan tracks to run on the PSVR.