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Skills


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

Experience


Blizzard Entertainment - Overwatch 2

Senior 3D Artist (Apr 2022 - Present)

  • Converted design blockouts to final art on PvP maps with major contributions to Antarctic Peninsula, Suravasa, Samoa, and Runasapi.
  • Created and placed a wide range of 3D assets including architecture, organics, backdrops, props, and hero ability models.
  • Identified opportunities to modernize environment workflows. Prototyped tools for artists in Blender and Houdini.
  • Worked closely with level design and QA to optimize maps with a focus on memory reduction, FPS, and player experience.
  • Collaborated with tech art and the engine team on improvements to our pipeline and proprietary engine.

Blizzard Entertainment - World of Warcraft

Senior 3D Artist (Feb 2021 - Apr 2022)

3D Artist (Dec 2017 - Feb 2021)

  • Concepted, modeled, and textured plant, tree, and rock kits to fit the theme of each zone.
  • Painted tiling terrain textures, skyboxes, and loading screen illustrations.
  • Modeled, setdressed, and lit organic interiors using 3DS Max and proprietary tools.
  • Lit exterior regions, defining how the world looks throughout the day-night cycle, during storms, and underwater.
  • Worked with graphics programmers to design and document new shaders.

Demodern

3D Artist (Nov 2016 - Oct 2017)

  • Created a modular housing kit for a historic recreation of the German city of Ulm.
  • Assembled the city in Unity including setdressing, terrain sculpting, particle effects, post effects, and lighting baked externally in Blender.
  • Directed outsource artists in creating landmark buildings to a high degree of historical accuracy.
  • Worked with the lead programmer to ensure a constant minimum framerate of 90 FPS in VR.

Goodgame Studios - 4th Floor

3D Artist (Spring 2014 - Summer 2016)

  • Artist on a cancelled MOBA. Modeled, textured, and placed key regions of game levels in Unreal 4.
  • With the environment art lead, created a style guide for a new IP that fit the art director’s vision.
  • Documented the non-destructive, standardized workflow used by the art team to create stylized textures.

Tale of Tales

Environment Artist (Fall 2012 - Spring 2013)

  • Created, lit, and decorated levels in Unity for the game prototype of An Empty World.
  • Translated the distinctive graphic style of children’s book illustrators Meomi into realtime 3D.

Blizzard Entertainment

Environment Art Intern (Summer 2012)

  • Modeled and textured game-ready props for the World of Warcraft expansion, Mists of Pandaria.
  • Winner of the first Blizzard Student Art Contest.

Pixo Group (formerly Pixofactor)

Art Intern (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.

Education


Additional Classes

  • CGMA Fundamentals of Architecture Design with Tyler Edlin, Feb 2016
  • Gnomon Houdini 1 with Andres Berkstein, Sept 2023
  • CGMA Procedural Modeling for Production in Houdini with Sean McEwan, Jul 2022
  • CGMA - Plants and Vegetation for Games with Jeremy Huxley, Nov 2020
  • Illustration mentorship with Garrett Hanna, Dec 2019
  • CGMA - Fundamentals of Design with Tyler Edlin, Jul 2019
  • Schoolism - Fundamentals of Lighting with Sam Nielson, Oct 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

Awards

  • 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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