CG Supervisor and Environment Art Lead with 15+ years across real-time and cinematic pipelines. I own visual direction, shot development, lighting/look development, and final delivery for film/TV and interactive Unreal Engine projects. I specialize in large-scale environment worldbuilding, modular asset workflows, and modern AI-assisted pipelines—recently converting drone/360° data into photogrammetry and Gaussian splat scenes in Unreal to support XR and on-set decisions.

Tyler Evangelista

CG Supervisor and Environment Art Lead with 15+ years across real-time and cinematic pipelines. I own visual direction, shot development, lighting/look development, and final delivery for film/TV and interactive Unreal Engine projects. I specialize in large-scale environment worldbuilding, modular asset workflows, and modern AI-assisted pipelines—recently converting drone/360° data into photogrammetry and Gaussian splat scenes in Unreal to support XR and on-set decisions.

Available to hire

CG Supervisor and Environment Art Lead with 15+ years across real-time and cinematic pipelines. I own visual direction, shot development, lighting/look development, and final delivery for film/TV and interactive Unreal Engine projects.

I specialize in large-scale environment worldbuilding, modular asset workflows, and modern AI-assisted pipelines—recently converting drone/360° data into photogrammetry and Gaussian splat scenes in Unreal to support XR and on-set decisions.

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Language

English
Advanced

Work Experience

Independent Contractor — Environment Art Lead / CG Supervisor / Creative Director
August 1, 2025 - Present
Own visual direction, shot development, and final delivery for film, TV, and interactive Unreal Engine projects. Led previs R&D for The Chosen (S7) by converting drone and 360° footage into photogrammetry and Gaussian splat scenes in Unreal to guide XR-stage shot planning. Built previs shots (character animation, camera, cloth simulation) and designed the large-scale Garden of Eden environment for The Chosen (S6), delivering the environment to Framestore for final on-screen CG.
Creative Director / Developer at AuthorityX
January 1, 2024 - Present
Developing real-time conversational AI characters in Unreal Engine 5.8 with voice-driven, emotion-aware performance. Built in-engine workflows using Claude via Unreal MCP integration to support AI-native character development and experimentation. Produced AI concept art for marketing and investor/storytelling materials.
Creative Director and Team Lead at Astra Labs
January 1, 2024 - Present
Creative direction and team leadership for visual development serving Boeing, TerraPower, and Jamco, including work under strict export-control protocols.
Environment Art Lead / CG Supervisor at Heart of Texas Films
January 1, 2024 - Present
End-to-end cinematic production across defense and aerospace clients, including environment, animation, lighting, and rendering for companies such as Bell, Elbit Systems, and HII.
Environment Art Lead / 3D Supervisor at Napster (formerly Infinite Reality)
May 1, 2020 - July 31, 2025
Grew the 3D art team from a solo role to 8 artists across previs, animation, character, and generalist disciplines; owned art direction and final visual quality across Unreal Engine, Unity, and WebGL. Directed art priorities and quality for external outsource studios while shipping metaverse experiences for Warner Bros. Discovery sports seasons. Built a virtual recreation of Burning Man (2020) and delivered flagship Vodafone products (playable metaverse experience + VR transitioning into mixed reality). Directed client-pitch cinematics in Unreal for Hermès, TAG Heuer, and Universal Music Group, and built WebGL optimization pipelines adopted team-wide. Mentored artists through reviews and training and partnered with engineering/product/marketing.
Lead Artist / Game Designer (Indie) at Midnight Monster Studios
January 1, 2018 - January 31, 2020
Led a five-person team (engineering, concept, UI, animation) building an original game in Unity. Owned game design, environment and character art, rendering, and in-engine art implementation. Scripted gameplay animation triggers and contributed to overall production direction.
3D Environment Artist (Contract) at Live Locations Inc
January 1, 2015 - January 31, 2020
Created environments, props, and vehicles for film/TV/VR across real-time and pre-rendered pipelines; maintained a long-running engagement through consistent delivery. Selected work includes Hidden Figures (2017), Rules Don't Apply (2016), Killing Reagan (2016), and NBA Chinese New Year commercial (2017).
3D Environment Artist at The Resistance VFX
December 1, 2010 - August 31, 2017
Built high-resolution models and PBR textures for film and television VFX, specializing in hard-surface assets and set extensions. Selected credits include The Expendables 3 (2014, credited), Sky Hunter (2017), Ice Age: A Mammoth Christmas (2011), Despicable Me: Minion Mayhem (Universal Studios ride media, 2011), and Summer by Bravo commercial (2011).
Assistant VP of Animation at QE2 Systems / Laurus College
August 1, 2010 - March 31, 2021
Built curriculum for eight courses covering modeling, digital sculpting, texturing/shaders, rendering, character and environment art, color theory, and foundations. Taught three classes daily and mentored students into industry-ready roles. Produced 3D assets for training, marketing, and simulation environments.

Education

B.S. Computer Animation at Full Sail University
January 1, 2013 - January 1, 2017
3D Animation Certificate at Laurus College
January 1, 2009 - December 31, 2009

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Education, Energy & Utilities, Professional Services, Computers & Electronics, Government, Energy & Utilities

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