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

Summary

3D Hard Surface Artist with 10+ years of professional experience delivering production-ready assets for AAA games, VR, and real-time applications. Specialized in weapons, vehicles, props, and environments, with a strong technical foundation in high-to-low poly workflows, PBR texturing, shaders, LODs, optimization, and in-engine implementation. Experienced in cross-functional collaboration, asset development, and pipeline improvement, with a proven ability to balance artistic vision, technical constraints, and production goals.

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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 Exotic and Legendary weapon content across five major Destiny 2 expansions: Renegades, The Edge of Fate, The Final Shape, Lightfall, and The Witch Queen

    • Executed a high-to-low poly pipeline with a focused emphasis on preserving established art direction and the defined artistic style throughout all stages of asset production

    • Designed and implemented shader effects and animations to enhance weapon presentation and create engaging gameplay experiences

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

    • Collaborated with Art Leads, Concept Artists, FX Artists, Animators, and Programmers to translate concepts into production-ready assets while aligning with design intent and gameplay requirements

    • Optimized weapon assets to meet in-engine performance and memory constraints, including geometry budgets, texture layouts, and shader graph implementation

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

    • Created and retouched 3D assets and materials for use in web-based, real-time applications, and photo realistic product renderings

    • Maintained quality bar for accuracy, aesthetics, and productivity while continuously improving workflows and processes to establish a more efficient pipeline

    • Worked closely with the Art team to compile data points and analyze incoming assets to sustain growing inventory

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

    • Created and optimized a diverse range of environments for Meta Quest VR, balancing visual fidelity with platform performance requirements

    • Collaborated with clients and cross-functional teams to refine workflows, develop new techniques, and deliver environments through final production

    • Modeled and sculpted production-ready environment assets that supported each project's visual style and atmosphere while incorporating interactive elements to enhance player engagement

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

    • Managed a team of 10+ outsource artists, coordinating deliverables, maintaining production schedules, and ensuring assets met established quality and technical standards

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

    • Prototyped and optimized content creation workflows for implementation in real-time engines, identifying opportunities to improve production efficiency

    • Organized and maintained asset databases using Jira, Perforce, and proprietary in-house tools to support efficient asset tracking and production management

    • Collaborated with internal teams to establish strategic direction for content tools and plan milestone delivery across asset production

    • Developed outsourcing documentation, production guidelines, and tutorials to establish consistent workflows and enable external partners to efficiently deliver production-ready assets leading to a reduction in revision time

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

    • Prepared and optimized assets from provided base meshes for real-time applications, ensuring efficient geometry and material usage

    • Translated concept art into production-ready models and textures while meeting established schedules, budgets, and technical requirements

    • Modeled and textured a fully detailed sports car interior and exterior optimized for VR viewing, using extensive real-world references to capture accurate materials, proportions, and environmental details; showcased at GDC alongside SprintR VR technology

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

    • Developed original 3D designs using proportion, color theory, and visual design principles to establish distinctive silhouettes and cohesive visual identities

    • Translated approved concept art into production-ready models through a high-to-low poly pipeline, maintaining established art direction and visual style

    • Prepared assets for real-time implementation by balancing geometry, texture resolution, LODs, shaders, animation, and visual effects within engine performance and memory budgets

    • Created LODs for props across varying levels of complexity, developing optimization solutions for both static assets and assets incorporating animation and visual effects

    • Collaborated with Art Leads, Concept Artists, FX Artists, Animators, and Programmers to resolve production challenges and integrate assets effectively within the development pipeline

    • Expanded responsibilities across modeling, texturing, optimization, and real-time implementation, adapting to evolving production needs throughout development