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Ryan Spinney
Ryan Spinney
Lead Environment Artist @ Ubisoft Berlin
Berlin, Germany

Summary

I am a Lead Environment Artist, with over 10 years of professional games industry experience and have worked on multiple AAA titles.

I am currently working full time as a Lead Environment & Prop Artist at Ubisoft Berlin.

Professional Experience:
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● Ubisoft Berlin - Lead Environment & Props Artist - (2021 - present)
● Ubisoft Berlin - Far Cry 6 - Senior / Lead Environment & Props Artist - (2018 - 2021)
● Dekogon - Freelance Artist - (2017 - Present)
● Guerrilla Games - Horizon: Zero Dawn - Environment Artist - (2014 - 2015)
● Guerrilla Games - Killzone: Shadow Fall - Environment Artist - (2011 - 2013)
● Guerrilla Games - Killzone 3 - Junior Environment Artist - (2009 - 2011)
● Endrant Studios - Wolfenstein (2009) - Level Designer - (2008 - 2009)

Skills:
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● Creation of optimized real-time 3D assets
● Hard surface modeling and high-poly sculpting (Maya / Zbrush)
● Modular asset design and creation
● Texture creation in Substance Painter
● World building from prototype design to final quality artwork.

● Knowledge of level design best practices.
● Keen interest in workflow pipeline improvement.

● Excellent interpersonal communication skills.
● Experience managing and mentoring art teams.
● Recruitment process and interviewing candidates.

Good Application Knowledge:
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● Maya
● Zbrush
● Substance Painter
● Photoshop
● Unreal Engine
● Source Engine

Some Knowledge:
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● Blender
● Substance Designer
● Modo
● Fusion 360

Skills

Environment ArtHigh-poly ModelingLow-poly ModelingLevel DesignTeam ManagementProject ManagementLevel ArtRecruitmentAsset Art

Software proficiency

Maya
Maya
ZBrush
ZBrush
Fusion 360
Fusion 360
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Snowdrop
Snowdrop
Jira
Jira
Blender
Blender

Productions

    • Video Game
      Far Cry 6
    • Year
      2021
    • Role
      Senior / Lead Environment Artist
    • Company
      Ubisoft Berlin
    • Video Game
      Horizon: Zero Dawn
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Guerrilla Games
    • Video Game
      Killzone: Shadow Fall
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Guerrilla Games
    • Video Game
      Killzone 3
    • Year
      2011
    • Role
      Junior Environment Artist
    • Company
      Guerrilla Games
    • Video Game
      Wolfenstein
    • Year
      2009
    • Role
      Level Designer
    • Company
      Endrant Studios

Experience

  • Lead Environment & Prop Artist at Ubisoft
    Berlin
    May 2018 - Present

    I am currently working at Ubisoft Berlin as a Lead Environment & Prop Artist.

    Shipped title: Far Cry 6 (PC, PS, XBOX)

    My responsibilities include:

    ---------------------------------------

    ● Art team management and mentoring

    ● Level Art (terrain sculpting / location creation / set dressing)

    ● Asset creation (from prototype through to final production)

    ● Hard surface modeling

    ● Outsource art management

    ● In-house skills training

    ● Cross-studio communication

    ● Organizing and running team recruitment

  • 3D Artist at Dekogon
    November 2017 - May 2020

    I worked with Dekogon Studios on a freelance basis, creating asset art for variety of themed content packs that will go on sale via online marketplaces.

  • Environment Artist at Guerrilla Games
    Amsterdam, Netherlands
    January 2014 - March 2015

    I worked as an Environment Artist on 'Horizon: Zero Dawn' (PS4).

    Responsibilities:

    ------------------------

    ● Prototyped and created ruined city environments.

    ● Designed prototype modular building block assets in preparation for outsourcing.

    ● Vegetation overgrowth style prototyping.

    ● Worked with level / gameplay designers to prototype player navigation and exploration.

    ● Mentoring and assisting trainee Artists.

  • Environment Artist at Guerrilla Games
    Amsterdam, Netherlands
    July 2011 - January 2014

    I worked as an Environment Artist on 'Killzone: Shadow Fall' (PS4) from the beginning of development through to the release of the title.

    I had ownership for creating level artwork for large sections of the Singleplayer campaign and contributed additional artwork to several of the Multiplayer levels.

    Responsibilities:

    ------------------------

    ● World building and set dressing across multiple levels.

    ● Mentored and delegated tasks to junior artists, quality checking and integrating their work.

    ● Coordinating with other departments to integrate design and animation content into levels.

    ● Worked with asset artists to improve the usability and quality of modular art assets.

    ● Performance optimisations and bug fixing.

    Shipped Titles:

    ----------------------

    ● Killzone: Shadow Fall (PS4)

  • Junior Environment Artist at Guerrilla Games
    Amsterdam, Netherlands
    December 2009 - July 2011

    I worked as a Junior Environment Artist on 'Killzone 3'​ (PS3) for a year until release, then supported the title after launch by working on levels for the downloadable content packs.

    I had ownership for creating level artwork for large sections of the Singleplayer campaign and contributed additional artwork to several of the Multiplayer levels.

    Responsibilities:

    ------------------------

    ● World building and set dressing across multiple levels.

    ● Coordinating with other departments to integrate design and animation content into levels.

    ● Performance optimization and bug fixing.



    Shipped Title:

    ------------------------

    ● Killzone 3 (PS3)

    Shipped DLC:

    ------------------------

    ● Killzone 3 "Steel Rain"​ (PS3)

    ● Killzone 3 "From The Ashes"​ (PS3)

  • Level Designer at Endrant Studios
    United Kingdom
    July 2008 - August 2009

    I worked as a Level Designer on the Multiplayer component of 'Wolfenstein' (PS3, XBOX, PC).

    Responsibilities:

    ------------------------

    ● Re-designing existing Multiplayer level sections to improve gameplay quality and visuals.

    ● Design and creation of new level sections.

    ● Set dressing and detailing environments with artwork.

    ● Lighting passes.

    ● Performance optimization and bug fixing.