Jack McKelvie
Jack McKelvie
Senior Environment Artist - Quixel at Epic Games
Kirkland WA, United States

Summary

CONTACT INFORMATION

I'm not available for work at the moment, and thank you for the interest.

Email: jack.mckelvie113@gmail.com

Resume PDF

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Skills

Compositing3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingProp ModelingTexturingHigh-poly ModelingWeapon ModelingVehicle ModelingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance B2M
Substance B2M
Quixel Suite
Quixel Suite
xNormal
xNormal
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Marmoset Toolbag
Marmoset Toolbag
World Machine
World Machine
Marvelous Designer
Marvelous Designer

Productions

    • Video Game
      Returnal
    • Year
      2021
    • Role
      Freelance Environment Artist
    • Company
      Frame Machine
    • Video Game
      Call of Duty WWII
    • Year
      2017
    • Role
      3d Generalist
    • Company
      Sledgehammer

Experience

  • Environment Artist at Quixel
    Kirkland , United States of America
    March 2019 - Present

    - Build, light, and otherwise compose scenes in UE4 using Megascans assets

  • Remote Environment Artist at Frame Machine
    Kirkland, United States of America
    November 2018 - April 2019

    - Create game ready assets from concept to completion

    - Create various types of foliage ranging from trees to grass.

    - Create materials using Substance Designer and Zbrush.

    - Required to make changes on work per client request (Sony)

    - Regularly generate solutions to complex artistic, technical, and interpersonal

    problems

    - Interpret customer ideas and concepts to generate content the customer will

    find appealing

  • Environment Artist at Midwinter Entertainment
    Kirkland, United States of America
    February 2018 - September 2018

    - Created game ready assets from concept to completion

    - Performed performance profiling and optimizations for the Xbox One using

    Pix.

    - Set up material pipeline for characters from scratch and made dozens of

    materials for characters using Substance Designer/Painter.

    - Created various types of foliage ranging from trees to grass.

    - Worked closely with lead engineer to create an attractive day night cycle

    lighting setup with performance conscience post processing.

    - Created various material effects for special abilities using Unreal Engine 4’s

    material editor.

    - Created documentation for outsourcing team to correctly build vehicles,

    characters, and guns with our material pipeline in consideration.

  • 3D Generalist at Sledgehammer Games
    Foster City, United States of America
    December 2016 - February 2018

    - Created props for single player, multiplayer, and zombies from reference /

    concept art

    - Reworked many materials for a variety of assets including various hero

    assets and vehicles.

    - Contributed to the lighting team

    - Worked very closely with the rigging team and have helped rig many

    vehicles.

    - Scripted a variety of Maya tools for the art integration team.

    - Worked on asset destruction.

    - Trained new artist’s to the team.

    - Developed and implemented optimization techniques used on many levels in

    the final game to reach performance goals.

    - Worked closely with outsourcing studios to deliver high quality art assets.

  • Co-Founder / Environment / Hard Surface / Texture Artist at Pixel Perfect Polygons
    Dallas, United States of America
    July 2014 - November 2016

    - Created content for individuals from description/concept art

    - Required to make changes on work per client request

    - Regularly generate solutions to complex artistic, technical, and interpersonal

    problems

    - Interpret customer ideas and concepts to generate content the customer will

    find appealing

    - Develop a high level of attention to detail to catch any mistakes made on

    work

  • 3D Hard Surface / Texture Artist at Dark Rift Entertainment
    Dallas, United States of America
    August 2015 - March 2016

    - Created high poly and low poly hard surface models for this company on a

    freelance capacity