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[Paid] Low Poly Environment & Weapon Artist

polycounter lvl 11
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Zeemis polycounter lvl 11
Hello, my name is Graham Smith, I am 27 years old and have worked at various game development companies ranging from Villain Games, Hazard Studios and Epic Games (see bottom for specific roles I played at these companies). I am a proficient environment prop and weapon artist with roughly 6 years experience using 3ds Max. My art style aligns more with the Dota 2 and even Torchlight 2 theme; however, it is not limited to these two themes. I have a strong understanding of modular level design, as well as the production of said modular assets.

If you like some of the art I've made below as examples and would like to contract me for a few art pieces, send me a private message and I'll gladly (and swiftly) respond.
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Villain Games: My first gig while still in college, I was strictly QA. I worked on various iOS devices testing a game called "The Godfather Slots". The Godfather Slots was developed by Elephant Mouse, at that time Villain.

Hazard Studios: I finally landed my second gig as an environment artist working on various background props, as well as items used in an iOS / Android game called "Scrap Squad". Scrap Squad was developed by Hazard Stuidios, now Tailspin Games. You can see most of the assets in the background in these two sources that I modeled and unwrapped (did not texture).
Source 1
Source 2

Epic Games: I was contracted by Epic Games and assisted their "Art Migration Team" with their new (at that time) UE4 marketplace. My team and I played a pivotal role in processing user's submissions and getting them "game-ready" for buyers. Some of the specific tasks I worked on was fixing pivot points, constructing collision models for unique meshes, creating "RGB Texture Masks" in photoshop and constructing shader materials from them. I also created a "Showcase" and "Preview" level with art packs and took the necessary screenshots that are shown on the marketplace for viewers. The showcase level showed off each asset in on a grid for comparison while the preview level demonstrated what each asset could do working in tandem with each other.

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