Chase Markham
Chase Markham
Hard Surface Artist @ Bungie
Seattle, United States

Summary

I have an immense passion for gaming, 3d art and design. I value working collaboratively and efficiently to maintain a healthy work environment, preserve the artistic vision, and meet all necessary deadlines. I hold a strong belief that every day is another opportunity to improve.

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Skills

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

Software proficiency

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

Productions

    • 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 at Bungie
    Seattle, WA
    October 2021 - Present

    • High to low poly pipeline with the focus of preserving the art direction and the defined artistic style of the game

    • Craft shader effects and animations that will effectively lend to a more immersive gameplay experience for players

    • Work with the Art team to align visual quality, communicate goals for 3d content expectations and to generate pipeline innovations

    • Translate provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the design and gameplay goals

    • Ensure each weapon asset meets in engine performance and memory constraints from geometry budget to texture layout to shader graphs

    • Adjust design elements when necessary to improve overall gameplay while remaining true to the core overall concept

  • 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 at Valkyrie Entertainment
    Seattle, WA
    September 2019 - February 2020

    • Worked alongside team to develop and create environments that ranged in size and scope for use in a Virtual Reality space

    • Collaborated with client and internal team to adjust workflow and epand on different techniques in order to advance each project to final production

    • Constructed and iterated upon block outs to establish composition and mood for both interior and exterior elements

    • Modeled and sculpted assets to seamlessly fit the style and atmosphere of each environment

    • Focused on player interactivity to elevate the sense of immersion

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

    • Management of outsource art team to ensure deadlines are maintained

    • Verify the quality of incoming assets from art team, and make improvements where necessary to fit technical constraints and art direction

    • Prototyping pipeline workflows and optimization to implement into real-time engines

    • Organization of asset database through Jira, Perforce, and in-house tools

    • Collaborate with team to set strategic vision for content and tools, and planning of milestone delivery for all assets

    • Identifying solutions to evolve and enhance the content creation process

    • 3d asset creation derived from scanned data through photogrammetry pipeline

    • Construct tutorials for outsource partners to establish consistent workflow

  • Vehicle Artist at Exis Interactive
    Seattle, WA
    March 2016 - December 2017

    • Tasked with producing game ready vehicles from provided base meshes for unannounced project

    • Modeled and textured vehicle based on assigned concept art under the allotted time and budget requirements

    • Fully modeled and textured the exterior and interior of a sports car that was showcased alongside SprintR VR technology at GDC

    • Incorporated multiple references to obtain the level of detail knowing the player would be sitting behind the steering wheel and able to look around the entirety of the interior

  • Weapons Artist at ArenaNet
    Seattle, WA
    September 2016 - September 2017

    • Conceptualized original designs through proportion and color theory into fully realized textured models for proprietary project

    • Translated provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the desired quality

    • Ensured each model and texture meet to engine performance and memory requirements, including triangle count and texture maps; add animation and visual effects when desired

    • Tasked with crafting LOD models for props with various levels of difficulty (whether they are static or have animations and effects)

    • High to low poly pipeline following the established art direction and style

    • Adapted to new responsibilities