Nick Bouldin
Nick Bouldin
Senior Environment Artist at Wargaming.Net
Chicago, United States

Summary

Accomplished Senior Environment Artist with 18+ years of experience crafting high-quality assets and massive, multiplatform game worlds from production to ship. Known for reliable execution, meeting ambitious deadlines, and aligning cross-disciplinary teams to deliver engaging gameplay experiences.

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Skills

Digital Painting3D Animation3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingRiggingTexturingUV MappingCinematicsGame DevelopmentSet DesignHigh-poly ModelingShadersPhysically Based RenderingTexture Baking

Software proficiency

3ds Max
3ds Max
Maya
Maya
Unreal Engine
Unreal Engine
ZBrush
ZBrush
3DCoat
3DCoat
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Houdini
Houdini
Blender
Blender
SpeedTree
SpeedTree
Substance 3D Sampler
Substance 3D Sampler
InstaMAT
InstaMAT

Experience

  • Senior Environment Artist at WARGAMING CHICAGO – World of Tanks: Modern Armor
    Chicago, US
    July 2016 - Present

    Responsible for porting dozens of live service maps from old to new console generations updating lighting, adding weather variants, and converting assets to current PBR standards.

    Maintained solid outsourcing pipeline from Kiev to help organize and convert high-quality assets from PC to console for use in map creation across all gaming platforms.

    Collaborated with other colleagues outside of my occupation to make sure all map projects maintained a fun and playable experience before shipping.

    Urged new and compelling workflows by suggesting the use of new software toolsets, creating documentation to improve visual development, and map design suggestions.

    Optimized outsourced assets, monitored in game technical limits, and supplied needed image references for new maps.

    Forwarded company progress over a nine-year tenure on World of Tanks: Modern Armor by providing strategic artistic direction, routine mentorship, and standard performance reviews.

  • Associate Artist at NETHERREALM STUDIOS / WB GAMES – Mortal Kombat X
    Chicago, US
    March 2014 - December 2014

    End-to-end creation of high-fidelity 3D assets, skeletal rigging, and physically based rendering (PBR) material development.

    Optimized various background NPC characters by producing LOD's, then afterwards organizing them for both cinematics and in game purposes.

    Coordinated with designers and animators to help improve game and cinema prop placement and design.

  • Prop Artist at PHOSPHER GAMES – Various iPad / Mobile Games
    Chicago, US
    September 2011 - August 2013

    Produced high end game assets for IOS and mobile games while making sure graphics and style stayed consistent to the design document.

    Made sure all created game assets were optimized in an efficient way to cut down on any technical issues and bugs.

    Deadlines met by prioritizing which tasks were the most important while working on two mobile game projects leading to increased efficiency and shortening production time.

    Assisted researching and traveling to different locations for image references needed for game production.

    Joined in daily company meetings and discussion groups to give helpful feedback and ideas on current and upcoming projects.