Summary

Hi, my name is Jake Oliver and I am a 3d artist, primarily focused on environment art! I currently live in Stockholm, Sweden.

You can contact me through my email or tweet at me if you have any questions or would like to approach me about potential opportunities.

A PDF Version of my CV can be found here.

Formal Education

Qantm College Brisbane (Bachelor of Interactive Entertainment; Major in Animation, graduated 2011)

Software Experience

  • Autodesk 3ds Max
  • Adobe Photoshop
  • Substance Designer
  • Substance Painter
  • Quixel Suite
  • Xnormal
  • Knald
  • Zbrush
  • Unreal Engine 3
  • Unreal Engine 4
  • CryEngine
  • Unity

Shipped Titles

  • Devil’s Third (WiiU)
  • SNOW (PC, PS4)

Employment History

Lionbite (Rain of Reflections, September 2017 to Present)

  • Modelling, baking and texturing low-poly objects, props and modular sets, for use in Unity.
  • Creating Vegetation.
  • Set dressing and asset placement.
  • Creating and updating art tasks in JIRA.
  • Managing external freelancers.

Poppermost Productions (SNOW and Unannounced Project, December 2013 to July 2017)

  • Oversaw the move to a Physically Based Rendering asset pipeline.
  • Modelling, baking and texturing low-poly objects, props and modular sets, for use in CryEngine.
  • Creating Vegetation.
  • Setting up lighting for in-game areas.
  • Creating particle effects for use within CryEngine.
  • Modelling, rigging and animating environment entities (for example; Birds).
  • Working with a programmer to create new art systems (for example; Creating a rail grinding system which provides a “path” that the player aligns to within DCC packages).
  • Managing Art Team content management system (In this case we use Git, I handle branch merges, pull requests, troubleshooting etc).
  • Cleaning up or remodelling CAD models to both work from a gameplay perspective and look good.
  • Creating and updating Art Documentation.
  • Creating and updating art tasks in JIRA.
  • Modifying CryEngine shaders (CE uses a custom shader language, which is very similar to HLSL and CgFX).

Freelance Artist for Streamline Studios and Shapefarm (Devil’s Third, March 2013 to December 2013)

  • Modeled and textured Environment Props
  • Planned, modeled and textured Modular Sets

Qinetiq Brisbane (Internship, Final Quarter 2011)

  • Modelling, baking and texturing low-poly hero objects and props, for use in the Unity engine.

  • Working with a programmer/designer to plan and develop a realistic and consistent environment for an original simulation project.

  • QA (Quality Assurance) Testing and bug-finding for an existing simulation project