Hi, I am Ryan Maxwell, a Senior Environment Artist with more than four years of experience in game art development. I specialize in modular design, asset optimization, and mentoring junior artists to build cohesive, high-quality environments that support solid gameplay. I enjoy collaborating across art, design, and engineering to create immersive worlds while maintaining a friendly, can-do attitude. I have worked with Halo Studios and 1047 Games, focusing on visual concepts, map aesthetics, lighting workflows, and tooling to improve performance. I thrive in fast-paced studio settings and am dedicated to bridging art and engineering teams to deliver engaging environments while keeping production pipelines efficient.

Ryan Maxwell

Hi, I am Ryan Maxwell, a Senior Environment Artist with more than four years of experience in game art development. I specialize in modular design, asset optimization, and mentoring junior artists to build cohesive, high-quality environments that support solid gameplay. I enjoy collaborating across art, design, and engineering to create immersive worlds while maintaining a friendly, can-do attitude. I have worked with Halo Studios and 1047 Games, focusing on visual concepts, map aesthetics, lighting workflows, and tooling to improve performance. I thrive in fast-paced studio settings and am dedicated to bridging art and engineering teams to deliver engaging environments while keeping production pipelines efficient.

Available to hire

Hi, I am Ryan Maxwell, a Senior Environment Artist with more than four years of experience in game art development. I specialize in modular design, asset optimization, and mentoring junior artists to build cohesive, high-quality environments that support solid gameplay. I enjoy collaborating across art, design, and engineering to create immersive worlds while maintaining a friendly, can-do attitude.

I have worked with Halo Studios and 1047 Games, focusing on visual concepts, map aesthetics, lighting workflows, and tooling to improve performance. I thrive in fast-paced studio settings and am dedicated to bridging art and engineering teams to deliver engaging environments while keeping production pipelines efficient.

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Language

English
Fluent
French
Intermediate

Work Experience

Senior Environment Artist at 1047 Games
January 31, 2024 - July 20, 2025
FEB 2024 - JULY 2025 Splitgate 2 - PC, PS5, PS4, Xbox One, Xbox Series X/S Developed and implemented the modular kit for the SSL structures, fostering communication with Concept art and Level Design to ensure cohesion between art and gameplay metrics. Collaborated with the Map Lead on Drought to pitch visual concepts, define the map's aesthetic, and establish its overall look and style. Modeled interiors and exteriors, and set-dressed 4 Major POIs. Delivered polish and performance passes across the map. Onboarded 3 members of the Arena team to the Battle Royale workflow, providing direction and iterative feedback to ensure cohesive visual language. Augmented existing workflows to meet lighting challenges, unblocking our team. Collaborated with Tech Art to prototype and iteratively test performance auditing tooling, reducing the time required to audit Biomes by roughly 50 percent. Authored Zen UV presets for the team, boosting overall consistency of trim implementation and reducing iteration time. Modeled interiors and exteriors for 75 percent of the Geyser POI, providing mentoring and feedback to the artist I worked alongside. Provided continued art and performance support for the Drought, Glacier, and Inferno Biomes and assisted with performance audits on the other 2 released biomes.
Environment Artist at Halo Studios
May 1, 2021 - November 1, 2023
Halo Infinite - PC, Xbox One, Xbox Series X/S Developed and maintained over 100 individual assets for the Forge Catalogue, including modular kits and props across 3 different faction styles, iterating on feedback from Art Direction. Maintained strict adherence to gameplay metrics and communicated with level design to ensure cohesion. Optimized render and collision geometry for both console and pc. Catalogued and updated internal and external assets through the Forge pipeline, hand-authoring assets from concept, and converting pre-existing assets to the Forge pipeline. Developed new 2D concept art and additional views for existing concepts as needed. Resolved animation inconsistencies across various interactive props. Authored new materials in Substance Designer and converted existing materials to the Forge workflow. Produced 2 Covenant trim texture sheets using sub-d modeling techniques and Substance Designer. Collaborated with Tech Art to test and document shader revisions. Documented and updated proprietary workflows, allowing for more cohesive weathering passes on assets. Developed onboarding documentation providing a robust explanation of the Forge pipeline from start to finish, including material creation and Houdini tooling. Onboarded 3 members of the Co-Dev team to the Forge pipeline.

Education

Bachelor of Fine Arts - Game Art at Ringling College of Art and Design
January 1, 2014 - January 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet