T. Ryan McLean
T. Ryan McLean
Level Artist/ Texture Artist
Montreal, Canada

Summary

I am a 3D level artist from Montreal, Quebec; always looking to bring my skills to a talented team
focused on immersive worlds. I enjoy blending the technical and creative sides of visual art and story
telling. I am a self motivated artist with a strong aptitude for collaborative work and a passion for
problem solving and game development.

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Skills

High-poly ModelingLow-poly ModelingTexturingPBR TexturingUnreal 43D ModelingSubstance DesignerEnvironment ModelingUV MappingLevel Art

Software proficiency

3ds Max
3ds Max
Maya
Maya
Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
Photoshop
Photoshop
NDO
NDO
Substance Designer
Substance Designer
Substance Painter
Substance Painter
Unity
Unity
xNormal
xNormal

Productions

  • Eden rising
    • Video Game
      Eden Rising
    • Year
      2018
    • Role
      Level Artist
    • Company
      Nvizzio Creations
  • 6sagrtq 1
    • Video Game
      Star Citizen
    • Year
      2016
    • Role
      3D Artist
    • Company
      Behaviour Interactive
  • 520996929
    • Video Game
      Dead by Daylight
    • Year
      2016
    • Role
      3D Artist
    • Company
      Behaviour Interactive
  • Dishonored definitive edition key art 1434319813
    • Video Game
      Dishonored Definitive Edition
    • Year
      2016
    • Role
      3D Artist
    • Company
      Behaviour Interactive

Experience

  • Level Artist at Nvizzio Creations
    Montreal, Canada
    November 2017 - Present

    Project: Eden Rising (PC, releasing soon)

    Responsibilities included:

    Creating level terrain based on block outs and game design requirements.

    Set dressed levels with vegetation, and assets using a combination of hand placed and procedural tools.

    Created organic textures for environments using Substance Designer.

  • Level Artist at Aptitude X/ WB Montreal
    Montreal, Canada
    January 2016 - April 2017

    Project: Unannounced AAA title

    Responsibilities included:

    Created modular kits for open world building creation with help from concept and real world reference

    Worked closely with Art Directors and Concept Artists to push visual standards of out modular kits

    Used Unreal Engine's procedural Facade editor to create archetype buildings for use by Level Designers and Artists throughout the studio

    Maintained ownership of archetypes throughout production, implementation, bug fixing and polish

    Assisted with educating level artists on how to use the facade editor

  • 3D Artist at Behaviour Interactive
    Montreal, Canada
    October 2013 - January 2016

    Projects: Star Citizen, Dead by Daylight, Dishonored: Definitive Edition, RBI Baseball

    Responsibilities included:

    Asset creation; low poly modeling, texture creation, implementation in engine

    Creation of one off props and modular kits

    Optimization and polish of old assets

    Material creation

    Maintenance of blueprints for procedural levels

    Editing of video and screenshots for client's website

  • 3D Artist at Telos International
    Charlottetown, Canada
    January 2012 - August 2012

    Responsibilities included:

    Low-poly asset creation

    Rendering of high-poly assets

    Character creation for animation

    Hand painting of textures

    Level creation, lighting and terrain

    Bug fixing

  • Quality Assurance Tester at Sculpin QA
    Charlottetown, Canada
    October 2011 - January 2012

    Clients: Glu Mobile, Play Mechanix, South Park Studios.