GRAZIANO MASTRONARDI - SENIOR ENVIRONMENT ARTIST
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Graziano Mastronardi
Brooklyn, NY
GMastronardi3d@gmail.com
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Download my Resume Here
I am a passionate and committed 3D artist, always looking to grow and improve technically and creatively, so I may deliver outstanding gaming experiences.

KEY SKILLS
  • Understanding of hard surface and organic modelling, modular asset creation,  strip texture asset creation workflows, and weighted normals modelling in both 3ds Max and Maya.
  • Excellent UV mapping skills.
  • Texture creation, including albedo, normal, gloss, height, opacity and emissive maps, utilizing multiple programs, primarily Substance Designer and Substance Painter.
  • Material Construction to enhance 3d assets.
  • Use of lighting and post processing effects to tie together a scene and create mood.
  • Level construction skills that strike a balance between gameplay friendly spaces and visual appeal.


WORK EXPERIENCE
Cold Iron Studios 2021-
Senior Environment Artist
  • Working on unique and modular asset creation, including low and high poly modeling, fully UV’ed and textured.  
  • Working closely with level designers and content designers to ideate and then execute visions for levels, from a paper design stage, to look dev, to graybox, and then finally to completion.
  • Constructing, populating and testing levels to create visually interesting and gameplay functional environments, including combat arenas and POIs.
  • ​Coordinating with outsource artists and giving constructive feedback to help guide them in the generating  of art content.

Gunfire Games 2015-2021
Senior Environment Artist
  • Working on unique and modular asset creation, including low and high poly modeling, fully UV’ed and textured.  
  • Working closely with level designers and content designers to ideate and then execute visions for levels, from a paper design stage, to look dev, to graybox, and then finally to completion.
  • Constructing, populating and testing levels to create visually interesting and gameplay functional environments, including combat arenas and POIs.
  • Trained junior artists on workflow and techniques to increase proficiency in the production of art.
  • ​Briefly lead another artist and all optimization/performance efforts on a small VR title.

Bioware Austin 2014-2015
Environment Artist
  • Worked on unique asset creation, including low and high poly modeling; fully UV’ed and textured
  • Populated and set-dressed levels to create visually interesting and gameplay functional environments
  • Optimized levels and streaming for smooth frame rate and bug-free performance

Edge of Reality 2013
Level Artist
  • Worked on unique asset creation, including low and high poly modeling; fully UV’ed and textured
  • Built levels from gray box phase to completion with modeling, asset placement and lighting, creating visually interesting and gameplay functional environments
  • Optimized levels and streaming for smooth frame rate and bug-free performance

Spark Unlimited (Internship) 2013
Prop/Environment Artist
  • Worked on unique asset creation, including low poly models with hand painted textures
  • Optimized levels and streaming for smooth frame rate and bug-free performance
  • Built levels from gray box phase to completion with modeling, asset placement and lighting, creating visually interesting and gameplay functional environments

Containment Field (Internship) 2013
Prop/Environment Artist
  • Worked on unique asset creation, including low and high poly models, fully textured
  • Cleaned up existing models’ topologies and UVs

EDUCATION
Art Institute of California – Los Angeles 2009 - 2012

B.S. in Computer Science

    You can also reach me via email here!

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