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To create aesthetically-rich virtual worlds in an environment that values personal growth and mentorship.


  • lowpoly asset creation in Blender, Maya, and 3DS Max
  • stylized texture painting in Photoshop and 3D Coat
  • texture map creation in Substance Painter and Designer
  • highpoly sculpting in ZBrush
  • map baking in xNormal
  • material authoring, set dressing, and lighting in Unity, Unreal, and Marmoset Toolbag
  • concepting props and environments


3D Artist - Blizzard Entertainment

Winter 2017 - Present

  • Concepted, modeled, and textured plant, tree, and rock kits to fit the theme of each zone and to be maximally usable by level design.
  • Painted sets of tiling terrain textures that complement each other and work within a zone’s color scheme.
  • Modeled, propped, and lit organic interiors (caves) using Blender, 3DS Max, and proprietary editing tools.
  • Lit exterior regions, defining how the sky and sunlight looks over the course of the day-night cycle, during storms, and underwater.
  • Created handpainted, fully-animated skyboxes.

3D Artist - Demodern

Fall 2016 - Winter 2017

  • Created a modular housing kit with over 40 house types in a historic recreation of the German city of Ulm.
  • Constructed the city in Unity including terrain painting, particle effects, post effects, and lightmaps baked externally in Blender.
  • Directed external artists in creating key buildings to a high degree of historical accuracy.
  • Worked with the lead programmer to ensure a constant minimum framerate of 90 FPS in a scene with over 8,000 props.

3D Artist - Goodgame Studios - 4th Floor

Spring 2014 - Summer 2016

  • With the environment art lead, created a style guide for a new IP that fit the art director’s vision and the game’s practical requirements.
  • Documented the non-destructive, standardized workflow used by the art team to create stylized textures.
  • Modeled, textured, and placed key regions of game levels in the Unreal Engine.

Environment Artist - Tale of Tales

Fall 2012 - Spring 2013

  • Worked remotely with Tale of Tales to create art for the prototype version of the game, An Empty World.
  • Created, lit, and decorated draft levels in the Unity engine.
  • Translated the distinctive vector style of children’s book illustrators Meomi into realtime 3D.

Environment Art Intern - Blizzard Entertainment

Summer 2012

  • Modeled and textured game-ready props for the World of Warcraft expansion, Mists of Pandaria.
  • Painted concepts for original game assets, with a focus on plants and trees.
  • Produced texture variants for existing assets to create a more visually-consistent game world.

Art Intern - Pixo Group (formerly Pixofactor)

Summer 2011

  • Modeled, unwrapped,and textured an iOS-spec 3D environment in under 50,000 tris.
  • Created concept paintings for the iOS and Android game, Gaslight.
  • Created hi-res props for a promotional 3D short film.


Additional Classes

  • CGMA - Plants and Vegetation for Games with Jeremy Huxley, November 2020
  • Illustration mentorship with Garrett Hanna, December 2019
  • CGMA - Fundamentals of Design with Tyler Edlin, July 2019
  • Schoolism - Fundamentals of Lighting with Sam Nielson, October 2018

Savannah College of Art and Design

May 2012

  • Master of Fine Art in Interactive Design and Game Development
  • 4.0 GPA

Michigan State University, Honors College

December 2010

  • Bachelor of Arts in Telecommunication, Information Studies & Media
  • Bachelor of Fine Arts in Studio Art, graphic design concentration
  • Game Design and Development Specialization


  • 2012 - Winner of the first Blizzard Entertainment Student Art Contest
  • 2012 - Reveal, Best Student-Created Game at Meaningful Play 2012
  • 2011 - SCAD Entelechy Award for Best Character and Asset Design for the model “Pestilence"

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