Chase Markham
Chase Markham
Hard Surface Artist | Former Bungie
Seattle, United States

Summary

Hard Surface Artist with 10+ years of experience creating and shipping production-ready assets for AAA games, VR, and real-time applications. Specialized in weapons, vehicles, props, and environments, with end-to-end expertise spanning concept interpretation, high-to-low poly modeling, texturing, optimization, and in-engine implementation. Experienced in delivering assets at scale while maintaining high visual quality, technical performance, and established art direction.

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Skills

Low-poly ModelingHigh-poly ModelingDigital SculptingUV MappingTexture BakingPBR TexturingConcept DesignRenderingShaders

Software proficiency

Blender
Blender
3ds Max
3ds Max
Marmoset Toolbag
Marmoset Toolbag
Maya
Maya
Plasticity
Plasticity
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Destiny 2: Renegades
    • Year
      2025
    • Role
      Hard Surface Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: The Edge of Fate
    • Year
      2025
    • Role
      Hard Surface Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: The Final Shape
    • Year
      2024
    • Role
      Hard Surface Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: Lightfall
    • Year
      2023
    • Role
      Hard Surface Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: The Witch Queen
    • Year
      2022
    • Role
      Hard Surface Artist
    • Company
      Bungie
    • Video Game
      Ashes of the Singularity: Escalation
    • Year
      2017
    • Role
      Vehicle Artist
    • Company
      Stardock/Oxide/Exis Interactive
    • Video Game
      Guild Wars 2: Path of Fire
    • Year
      2017
    • Role
      Weapons Artist
    • Company
      ArenaNet
    • Video Game
      The Repopulation
    • Year
      2014
    • Role
      Weapons Artist
    • Company
      Above and Beyond Technologies

Experience

  • Hard Surface Artist — Destiny 2 at Bungie
    Seattle, WA
    October 2021 - July 2026

    • Created and shipped 25+ Exotic and Legendary hard-surface weapons across five major Destiny 2 expansions: The Witch Queen, Lightfall, The Final Shape, The Edge of Fate, and Renegades

    • Owned weapon assets end-to-end from concept interpretation through final in-engine implementation, independently executing high-poly modeling, low-poly construction, UVs, baking, materials, shaders, and final integration

    • Translated 2D concepts into detailed hard-surface weapons, maintaining proportion, form, silhouette, visual language, and gameplay functionality

    • Designed and implemented weapon shaders, material effects, and animations to reinforce weapon identity, material definition, and gameplay readability

    • Optimized weapon assets for real-time performance and memory budgets, balancing geometric detail, topology, texture layouts, and material complexity

    • Partnered with the Rewards team to establish 3D content standards and quality expectations, contributing pipeline improvements that increased consistency and production efficiency

    • Collaborated with Art Leads, Concept Artists, FX Artists, Animators, and Programmers to resolve visual and technical challenges throughout weapon development

    • Provided peer feedback and work-in-progress critique while authoring workflow tutorials and technical documentation to share best practices across the team

  • 3D Artist at Amazon
    Seattle, WA
    December 2020 - October 2021

    • Created and retouched 3D assets and materials for web-based real-time applications and photorealistic product rendering

    • Refined asset creation workflows to improve production efficiency while maintaining quality, accuracy, and visual consistency

  • Environment Artist — Meta Quest VR at Valkyrie Entertainment
    Seattle, WA
    September 2019 - February 2020

    • Created and optimized environments and production-ready assets for Meta Quest VR, balancing visual fidelity with platform performance requirements

    • Modeled and sculpted environment assets supporting project-specific visual styles, interactive elements, and gameplay experiences, while collaborating with clients and cross-functional teams through final production

  • 3D Artist/Art Manager at Lowe's Innovation Labs
    Seattle, WA
    April 2018 - August 2019

    • Managed a team of 10+ outsource artists, coordinating deliverables, production schedules, and quality standards

    • Reviewed and approved 20+ assets daily, providing feedback to align work with technical constraints and established art direction

    • Developed and optimized real-time content workflows, identifying opportunities to improve production efficiency

    • Created outsourcing documentation, production guidelines, and tutorials to establish consistent workflows and reduce revision time

  • Vehicle Artist — Ashes of the Singularity: Escalation at Exis Interactive
    Seattle, WA
    March 2016 - December 2017

    • Translated concept art into production-ready vehicle models and textures while meeting schedule, budget, and technical requirements

    • Modeled and textured a detailed sports car interior and exterior for VR, using extensive real-world reference to achieve accurate materials and proportions; showcased at GDC with SprintR VR technology

  • Weapons Artist — Guild Wars 2: Path of Fire at ArenaNet
    Seattle, WA
    September 2016 - September 2017

    • Developed original designs focused on form, proportion, and silhouette to create distinctive 3D assets

    • Translated approved concepts into production-ready hard-surface models through the high-to-low poly workflow, maintaining established art direction and visual style

    • Solved complex modeling and optimization challenges across detailed props and organic assets while balancing visual fidelity and real-time requirements