Mike Steele
Mike Steele
Senior 3D Artist @ Pocketwatch Games
Portland, OR, United States

Summary

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

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Skills

3D AnimationCharacter ModelingDigital SculptingHard Surface ModelingRiggingUV MappingCharacter DesignRetopologyMaterialsPBR TexturingCloth Simulation

Software proficiency

Blender
Blender
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Maya
Maya
PopcornFx
PopcornFx
Animate
Animate
Marmoset Toolbag
Marmoset Toolbag
xNormal
xNormal
3DCoat
3DCoat
Substance 3D Designer
Substance 3D Designer
Mari
Mari
Marvelous Designer
Marvelous Designer
Quixel Suite
Quixel Suite
Modo
Modo
Knald
Knald
R3DS Wrap
R3DS Wrap
R3DS ZWRAP
R3DS ZWRAP

Productions

    • Video Game
      Monaco 2
    • Year
      2025
    • Role
      Senior 3D Artist
    • Company
      Pocketwatch Games
    • Video Game
      The Bard's Tale 4
    • Year
      2018
    • Role
      Character Artist
    • Company
      inXile Entertainment
    • Video Game
      The Mage's Tale
    • Year
      2017
    • Role
      Character Artist
    • Company
      inXile Entertainment
    • Video Game
      Call of Duty: Advanced Warfare
    • Year
      2014
    • Role
      Associate Character Artist
    • Company
      Sledgehammer Games

Experience

  • Senior 3D Artist at Pocketwatch Games
    May 2022 - October 2025

    Worked closely with the Art Director to design, model, texture, rig, & animate over 120

    characters for Monaco 2. Responsible for the design and creation of over 130 visual FX in PopcornFX for Monaco 2. Collaborated with the Art Director to design, build, and maintain 3D art production pipeline for Monaco 2’s custom engine. Worked with the lead designer and lead engineer to implement animation graph systems and PopcornFX VFX systems within the custom engine. Provided support to other artists by assisting with modeling environment and prop assets, UI elements, and marketing materials. Helped the art department achieve milestones on time while staying under budget.

  • Senior 3D Artist at Level Ex (now Relevate Health Games)
    November 2019 - April 2022

    Worked with the Art Director and Art Leads to build and maintain the Virtual Technique

    Guide (VTG) platform. Took ownership of the artistic design and asset creation on VTGs for companies including NASA, Brainlab, AbbVie, Johnson & Johnson, and Medtronic. Examples of projects include spinal surgery, knee surgery, realistic real-time models of various organs, and prostate cancer treatment. Partnered with a team of designers and medical advisors to ensure that all models and animations were medically accurate and representative of real-world behaviors. Maintained ownership of assets across multiple projects and ensured production goals were met for each project despite overlapping timelines.

  • 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.