Mike Steele
Mike Steele
Freelance 3D Character Artist
New Orleans, LA, United States of America

About

I'm a 3D character artist looking to grow and expand my knowledge and skill set with every new piece.

Resume PDF

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Skills

3D AnimationCharacter ModelingDigital SculptingHard Surface ModelingRiggingUV MappingCharacter DesignRetopologyMaterialsPBR TexturingCloth Simulation

Software proficiency

ZBrush
ZBrush
Maya
Maya
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
xNormal
xNormal
3DCoat
3DCoat
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Mari
Mari
Marvelous Designer
Marvelous Designer
Quixel Suite
Quixel Suite
Unity
Unity
Modo
Modo
Knald
Knald

Productions

  • Bards header
    • Video Game
      The Bard's Tale 4
    • Year
      2018
    • Role
      Character Artist
    • Company
      inXile Entertainment
  • Mages header
    • Video Game
      The Mage's Tale
    • Year
      2017
    • Role
      Character Artist
    • Company
      inXile Entertainment
  • Call of duty advanced warfare
    • Video Game
      Call of Duty: Advanced Warfare
    • Year
      2014
    • Role
      Associate Character Artist
    • Company
      Sledgehammer Games

Experience

  • Technical Artist at Massive Black
    November 2018 - March 2019

    Technical Artist. Worked with a small team of artists to provide art for demo’s used to debut Google’s Stadia gaming platform. Responsible for all the modeling, texturing, animating, lighting, and rendering for one of the scenes used to demonstrate unique Stadia features.

  • Character Artist at inXile Entertainment
    New Orleans, LA
    December 2015 - October 2018

    Worked closely with the Art Lead and Art Director to create characters and monsters to fit the worlds of Bard’s Tale and Mage’s Tale. Worked with the Art Director to overcome technical hurdles of creating 3D characters for use in Oculus VR. Worked with the engineering and design teams to build a modular componentized character parts system for rapid generation of unique characters within Unreal Engine. Generated high poly sculpts, low poly game meshes, textures, and materials for realistic characters and creatures. Worked with Junior artists to ensure meshes met artistic and technical requirements.

  • Associate Character Artist at Sledgehammer Games
    May 2014 - October 2014

    Modeled and textured high and low poly character gear, created skins for multiplayer characters, optimized characters and gear for performance, integrated character gear into the Radiant engine, and created maps for use in a physically based shader system.