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Austin Germer
Austin Germer
Environment Artist
Novato, United States

Summary

I am an environment artist with nineteen years of 3D experience. I have worked with multiple teams around the world. I have a deep understanding of 3D rendering architecture which helps me work with other artists and developers in the great adventure that game development is. I’m not afraid of hard work and am a proponent of automating busy work and focusing effort on quality and style.
Through my experiences with multiple studios, I’ve worked with multiple engines and different technologies and am passionate about technology in its many facets. I have been through multiple variants of the game development process and have successfully shipped many great titles.
Mafia III provided a great opportunity to work on an open world game. This was a new experience which allowed me to continue to learn and grow. I also enjoyed working in a PBR environment and am excited about future projects utilizing new pipelines that include blending materials with new tools like substance painter.
I have a broad knowledge and experience with the standard tools: 3DS Max, Maya, Substance Painter, Photoshop and Z-brush as well as other common tools. I practice good modeling techniques, texturing principles and have a strong understanding of current generation render engines. I work extremely well in teams and get along with people easily. I am a very positive person and it reflects in my performance and the teams that I work with. I challenge those around me, but am always eager to jump in and help. In addition to my 3D experience, I’m very passionate about games as both an art and entertainment and love playing them.

Skills

Anatomy3D ModelingDigital SculptingEnvironment ModelingRiggingTexturingDrawingLevel DesignPBR TexturingTexture BakingpipelineLevel architect

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
World Machine
World Machine
xNormal
xNormal
CrazyBump
CrazyBump

Productions

    • Video Game
      Mafia III
    • Year
      2016
    • Role
      Lead Environment Architect
    • Company
      Hangar 13
    • Video Game
      The Bureau: XCOM Declassified
    • Year
      2013
    • Role
      Lead Environment Artist
    • Company
      2K Marin
    • Video Game
      Dishonored
    • Year
      2012
    • Role
      Lead Environment Artist
    • Company
      Arkane Studios
    • Video Game
      Brink
    • Year
      2011
    • Role
      External Lead Environment Artist
    • Company
      Arkane Studios
    • Video Game
      Stargate Worlds
    • Year
      2009
    • Role
      Lead Artist
    • Company
      Cheyenne Mountain Entertainment

Experience

  • Digital Artist at Apple
    Cupertino, United States of America
    October 2017 - Present

    Digital Artist working on Augmented Reality.

  • Lead Environment Architect at Hangar 13
    NOVATO, United States of America
    October 2013 - July 2017

     Worked with Designers to create and iterate on multiple hideouts.

     Managed prop pipeline, worked with tech leads to define and enforce polygon, material and texture constraints.

     Managed asset library for props assets

     Helped manage prop outsourcing with multiple outsourcing partners, defining deliverables, giving feedback and approving assets.

     Worked with designers to create interactive props for world interactions, special game mechanics (such as destruction), missions and other gameplay items.

     Worked with gameplay team to define, refine and enforce metrics, rules and scope.

     Worked with tool programmers to improve artist workflow.

     Worked with tech artists to define memory and performance budgets of assets.

  • Lead Environment Artist at 2K Marin
    NOVATO, United States of America
    December 2012 - October 2013

     Managed milestone scheduling and production for environmental assets and textures.

     Helped manage outsourcing with 2K China, giving feedback and reviewing, approving assets.

     Reworked assets with team to get them to final production quality.

     Worked with team to unify asset styles to work with game (assets went through multiple styles during production)

  • Lead Environment Artist at Arkane Studios
    Lyon, France
    September 2009 - December 2012

     Managed milestone scheduling and production for environmental assets and textures.

     Wrote and updated art bible.

     Defined production pipeline for env team.

     Set environmental constraints and guidelines.

     Gave feedback and approval on game assets.

     Standardize naming convention and source control organization.

     Worked with art director and visual designer to achieve the vision and style in the game.

     Carried out performance reviews with art team.

     Defined polish goals for levels and assets.

     Coordinated bug fixes for env team.

     Coordinated outsourcing of assets with external env team.

  • Lead Artist at Cheyenne Mountain Entertainment
    Mesa, Arizona, United States of America
    July 2007 - May 2009

     Managed day to day scheduling for 3d assets and textures.

     Worked with other teams to plan out and ameliorate pipelines.

     Gave feedback and approval on game assets.

     Helped standardize naming convention and source control organization.

     Worked with art director to achieve his vision and style in the game.

    Dec 2006 – July 2007 Senior Artist

     Worked with producers on scheduling and reporting for art department.

     Taught junior team members common modeling and texture practices.

     Created multiple props and environmental pieces for game.

     Served as Speedtree artist for game.

     Retextured multiple 3d models to bring them into the target visual style.

  • Senior Artist at L-3 Communication
    Salt Lake City, United States of America
    November 1998 - December 2006

     Modeled, textured and rigged hundreds of vehicles including custom vehicles and models for police, trucking, emergency and military clients such as Abrams M1A2 Battle Tank, Egyptian army Hummer, US army Black-hawk helicopter, Police Interceptors, Pierce Fire Truck and Emergency Ambulance, Volvo diesel Tractor and many more.

     Modeled, textured, rigged and animated over 30 real-time characters (men, women, children and animals).

     Served as Art team liaison to programmers for animation FX system and character animation in proprietary render engine.