Robert Timberlake
Senior 3D Artist specializing in game environments, props, and world art for Unity and Unreal titles.
About
Senior 3D Artist specializing in game environments, props, and world art for Unity and Unreal titles. I build optimized, production-ready assets from blockout to final integration, with experience across modeling, UVs, texturing, lighting, materials, animation, and performance optimization for PC and console games. I bring a pipeline-aware perspective from both art and QA. Open to mid to senior 3d Environment and Prop artists roles. As well as 3d design and general artists roles.
Specialties: Maya, Blender, 3ds Max, ZBrush, Substance Painter/Designer, UV mapping, PBR workflows, Unity, Unreal, asset optimization.
- 15 years' experience
- Joined November 2026
Skills· 11
Languages
- EnglishFluent
Industry experience
- Gaming
- Computers & Electronics
Work experience· 4 roles
At OxeFit, I played a pivotal role as a General 3D Artist, primarily responsible for creating and implementing art assets for the OxePlay game library. My work included developing high and low poly models, rigging, and animating characters and props for engaging games like Kayaking and Maze Madness. I also contributed to website image retouching and 3D modeling for commercials, showcasing my versatility in the creative process. • Created and implemented art assets for various games, ensuring high-quality visual experiences while keeping poly budget in mind. • Designed and optimized game environments from gray box to final design, enhancing gameplay immersion. • Developed materials and lighting setups in Unity, contributing to visually stunning game scenes. • Executed the full asset pipeline for characters and props: blockout, high and low poly modeling, baking, texturing, LODs, rigging, skinning, animating, and Unity integration.
At The Wandering Band, I contributed to the creation of immersive game environments as a 3D Environment Artist. My role involved conceptualizing and modeling assets from initial blockout stages to final designs, ensuring a cohesive aesthetic across multiple titles. I also did animation work on various mechanical parts that helped shape the technology of the games world. • Modeled, UV'd, and textured low poly assets, mainly player facing buildings, props, and biome building sets for Airborne Kingdom • Created unique texture sets using Photoshop that could be found in game and applied to any building by the player. • Blocked out and conceptualized initial world geometry for Airborne Kingdom's Tundra Biome as well as the early stages of Airborne Empire. • Delivered optimized assets and LODs for the Nintendo Switch port of Airborne Kingdom to help improve performance on the consoles hardware.
At Dapper Penguin Studios, I contributed as a 3D Environment Artist, specializing in low poly asset creation and animation for Rise of Industry and Rise of Industry 2130. My role involved designing modular building sets and optimizing assets and textures to enhance game performance. I played a key part in the look development of in-game environments for the studios games. • Created low poly assets and texture atlases to optimize memory usage and improve performance. • Developed animation sets for buildings and props, adding life and charm to the gaming experience. • Maintained clean production ready scene files from Maya to hand off to other artists using Git. • Engaged in early prototyping for "Recipe for Disaster," influencing both interior and exterior designs.
Education
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