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Chris Cheung
Chris Cheung
Environment Artist at Obsidian
Seattle, WA, United States

Summary

3D Environment Artist at Obsidian Entertainment

Skills

3D Modeling3D PrintingEnvironment ModelingHard Surface ModelingLow-poly ModelingProp ModelingTexturingHigh-poly ModelingWeapon ModelingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Marvelous Designer
Marvelous Designer
3DCoat
3DCoat
World Creator
World Creator
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag

Productions

    • Video Game
      Hard Light Vector
    • Year
      2019
    • Role
      3D Artist
    • Company
      Actually a Game Company
    • Video Game
      Cursed Revolver
    • Year
      2017
    • Role
      2D Artist and Animator
    • Company
      The Cursed Revolver

Experience

  • Associate Environment Artist at Obsidian Entertainment
    Irvine, California, United States of America
    June 2021 - Present

  • 3D Artist (Volunteer) at Games for Love
    United States of America
    November 2020 - Present

    Assisting Games for Love as a volunteer 3D artist (low-poly art and environment art) in their games and projects. Games for Love is a kindness-oriented, 501(c)(3) Non-Profit Community dedicated to easing the suffering of children in life-threatening conditions, saving lives, and creating sustainable financial futures for children.

  • 3D Artist at Actually a Game Company
    Salt Lake City, United States of America
    October 2018 - January 2020

    Awarded 2019 Artistic Achievement Award by IGDA Salt Lake for Hard Light Vector

    Worked as a 3D artist at Actually a Game Company, where I helped develop and publish the game Hard Light Vector, made with Unreal Engine 4. I focused on concepting, creating, implementing, and placing 3D PBR game assets in-engine within Unreal Engine 4, handling the entire work pipeline for all of my own assets, as well as assisting others.

    On Hard Light Vector, my main contributions involve environmental assets, including but no limited to creating both standalone and modular building and terrain kits, skysphere and level backdrop assets, decorative assets and props, et cetera, with other minor contributions to various art assets. I concept, model, texture, and implement all of my own assets to ensure quality and optimization.

  • Graduate Assistant (Lecturer), 3D Modeling Instructor at University of Utah
    Salt Lake City, United States of America
    January 2018 - May 2019

    Serving as a instructor/lecturer for a 3D modeling class at the University of Utah, introducing students to asset design and production pipelines for 3D models, for use in games, machinima, and animation.

    Focusing on base modeling, students learn Autodesk Maya and other software to create game-ready assets, and how to make them ready for other applications as well. Techniques and approaches to modeling are explained and emphasized through the project-based class with one-on-one training. The techniques are specific and are taught with the assumption of no prior knowledge of the specific techniques, and students learn to create both low and high poly assets.

  • 2D Artist and Animator at The Cursed Revolver
    Salt Lake City, United States of America
    September 2016 - May 2017

    Worked as a 2D Artist and Animator on the game The Cursed Revolver, published on Steam. Was the main animator of the game, animating everything from characters to environmental effects. Also worked on a variety of environmental assets, and worked with the team throughout development on design.

  • Videographer and Video Editor at University of Utah Student Media
    Salt Lake City, United States of America
    September 2015 - December 2017

    Worked for Student Media at the University of Utah as a video, with video editing and other associated tasks being performed as well. Mainly worked on video productions as the camera operator, as well as the editor and/or actor/reporter on numerous other productions, including both completely completely independently as well as with the full video team on larger work.