Aaron Contreras
Aaron Contreras
Lead Content Environment Artist
Los Angeles, United States

Summary

WORK EXPERIENCE
Sony Santa Monica Studio: God of War Ragnarok - 2018 to 2022
- I was the lead level artist responsible for the Critical Path areas of Vanaheim. This included creating kits, materials, and other useful assets to be shared and used throughout Vanaheim (including non-critical path areas). I worked with and oversaw 4 other artists to assemble these assets into final levels.

Sony Santa Monica Studio: God of War (2018) – Sr. Environment Artist – June 2013 – 2018
- Establishing a new look for God of War set in a Mythological Norse Environment
- Modeling, Phyically based layered shader creation using tile textures and masks, level design and level art assembly
- Researching new tools and reporting fixes/feature-requests to tech-art programmers
- In charge of the "Riverpass" section of the game (wildwoods clearing to boat exit from Witch's Cave) working with Jr. and mid-level environment artists.

Sony Santa Monica Studio: GoW Ascension - Environment Artist-----------May 2011 – June 2013
- In charge of modeling, texturing, lighting, and general level art and optimization under the supervision of Sr. Environment artists mostly in the Hecaton and Delphi Palace sections of the game

Trilogy Studios: Unannounced Disney MMO – Environment Artist-----------April 2011 - May 2011
- Prop modeling, texturing, level art

Square-Enix: Project Dropship (cancelled): Environment Artist------------- April 2010 - March 2011
- props, environments, level lighting, level art, and outsourced art presets for an unannounced PS3 and Xbox 360 downloadable title
- Software Used: Gamebryo Toolbench, 3DS Max 2009, Zbrush 4.0, PhotoShop CS4, XNormal, Beast Lighting Engine

Firedance Studios: Salvation Prophecy - Environment Artist ---------------- March 2010 - April 2010
- Worked from home creating assets for an ancient alien ruins and puzzle in 3ds Max
- Created simple concepts and silhouettes to convey my ideas to client before creating final 3D assets

Barbedwire FX studio: Hotwheels Commercial: 3D Artist------------------------ May 2009 - June 2009
- Worked with other 3d artists, animators, a director, and producer to create a short cinematic for a Hotwheels commercial.
- Modeled various 3D assets including freeway, water tower, supports, etc. in Maya

TECHNICAL SKILLS

Autodesk Maya and 3DS Max
- Low-poly and high-poly modeling for projection, unwrapping, procedural texturing, lighting, baking light-maps and ambient occlusion maps for environments
- Basic skills in modeling characters, rigging, and animating them

Adobe Photoshop
- Hand-painting diffuse, bump, specular and gloss maps for realistic and stylized textures
- Creating RGBA masks for complex shader animations and blending

ZBrush, Dd0, NDo2, and XNormal
- creating normal maps for both organic and hard-surfaced models

Unreal Tournament 3 Editor and UDK Beta
Gambryo ToolBench and Beast Lighting Engine
Sony Proprietary Software
Unity Game Engine
Ufold3D
World Machine

CAREER RELATED EXPERIENCE

Level design lead for an Unreal mod called Mutiny ----------------------------------------- Summer 2009
- Lead a team of four in designing a first-person game cinematic using the Unreal Editor
- Modeled & textured the ship exterior including destructible physics assets such as the mast, cloth simulated sails, ropes, railings, etc.
- Was in charge of Matinee sequences and events using Kismet

EDUCATION

Art Institute CA– Inland Empire ----------------------------------------------------------------------- 2006-2010

- Bachelor’s Degree of Game Art & Design

- Heavily focused on 3D environment modeling

- Dean’s List all quarters

Graduated from Redland’s High School, CA ------------------------------------------------------- 2002-2006
- Relevant courses included Traditional Art, Graphic Design with Multi-Media, and C++ Programming

Skills

3D ModelingTexturingPhysically Based RenderingLightingLevel DesignShadersGame Development

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Mari
Mari
xNormal
xNormal
NDO
NDO
DDO
DDO
Marmoset Toolbag
Marmoset Toolbag
RizomUV
RizomUV
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Quixel Suite
Quixel Suite
simplygon
simplygon
Si
Si
Keyshot
Keyshot

Reel

Productions

    • Video Game
      God of War Ragnarok
    • Year
      2022
    • Role
      Senior Staff Environment Artist
    • Company
      Sony Santa Monica Studio
    • Video Game
      God of War
    • Year
      2018
    • Role
      Sr. Environment Artist
    • Company
      Sony Santa Monica Studio
    • Video Game
      God of War: Ascension
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Sony Santa Monica Studio