I am Marvin Washington, a 3D artist with more than 15 years of experience designing and delivering a wide variety of successful 3D design projects. I have a strong track record of taking creative concepts from concept through to completion, using both computer software and traditional hand-drawing techniques to render 3D art, and I collaborate effectively with clients, peers, and senior management teams. My work spans environments, props, characters and effects, mostly in game development and visualization. I regularly prototyped environments for pre-alpha builds in Unreal Engine, created textures and materials, and partnered with art leads, designers and engineers to meet visual targets. I am comfortable liaising with 3D printing partners to optimize high-poly models, and I enjoy solving technical and aesthetic challenges in production.

Marvin Washington

I am Marvin Washington, a 3D artist with more than 15 years of experience designing and delivering a wide variety of successful 3D design projects. I have a strong track record of taking creative concepts from concept through to completion, using both computer software and traditional hand-drawing techniques to render 3D art, and I collaborate effectively with clients, peers, and senior management teams. My work spans environments, props, characters and effects, mostly in game development and visualization. I regularly prototyped environments for pre-alpha builds in Unreal Engine, created textures and materials, and partnered with art leads, designers and engineers to meet visual targets. I am comfortable liaising with 3D printing partners to optimize high-poly models, and I enjoy solving technical and aesthetic challenges in production.

Available to hire

I am Marvin Washington, a 3D artist with more than 15 years of experience designing and delivering a wide variety of successful 3D design projects. I have a strong track record of taking creative concepts from concept through to completion, using both computer software and traditional hand-drawing techniques to render 3D art, and I collaborate effectively with clients, peers, and senior management teams.

My work spans environments, props, characters and effects, mostly in game development and visualization. I regularly prototyped environments for pre-alpha builds in Unreal Engine, created textures and materials, and partnered with art leads, designers and engineers to meet visual targets. I am comfortable liaising with 3D printing partners to optimize high-poly models, and I enjoy solving technical and aesthetic challenges in production.

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Work Experience

Freelance 3D Artist at Self-employed / Freelance
January 1, 2013 - Present
On contract/freelance basis, block out levels for environments, props, and character concepts in ZBrush, 3ds Max and Maya. Collaborate in production meetings with clients to implement changes for ongoing productions. Work with 3D printing companies to optimize and clean up high-poly scanned models. Prototyping and creating environments, props, characters and effects for pre-alpha builds using Unreal Engine. Produce a wide range of high-quality environment art assets: textures, materials, hi- and low-poly props, interiors and exteriors. Served as map owner on the DCUO title and worked closely with Environment Art Leads, Art Director and Level Designers to meet or exceed visual targets. Participated in technical and aesthetic problem-solving discussions.
3D Artist at Motiga
January 1, 2012 - January 1, 2013
Environment Artist responsible for designing and creating buildings, terrain, props, lighting and interiors using Unreal Editor and next-gen in-house tools. Worked closely with Designers, Tech Artist and Engineers to help produce in-house tools.
Environment Artist at SOE (DC Universe Online) / The Agency
January 1, 2008 - January 1, 2011
Environment Artist for DC Universe Online and The Agency. Responsible for designing and creating Buildings, Terrain, Props, Lighting and Interiors using Unreal Editor and in-house tools. Collaborated with Designers, Tech Artists and Engineers to help produce in-house tools.
Environment Artist at THQ
January 1, 2008 - December 31, 2008
Environment Artist on titles including Destroy All Humans 3, Flight Simulator 10 and Forza Motorsport. Created materials and textures for environment objects and buildings; built environment objects, buildings and textures, and contributed to car models. Implemented lighting and contributed to overall environment aesthetics.
at Microsoft
January 1, 2001 - December 31, 2005
Freelance 3D Artist at Freelance
January 1, 2013 - Present
Contract/freelance 3D artist focusing on blocking out levels, environments, props and character concepts in ZBrush, 3ds Max and Maya; collaborating in production meetings and with 3D printing partners to optimize high poly scanned models; prototyping environments, props, characters and effects for pre-alpha builds using Unreal Engine; created textures, materials, hi- and low-poly props and interiors/exteriors; DCUO title map owner; worked with Environment Art Leads, Art Director and Level Designers to meet targets; engaged in technical and aesthetic problem solving.
Environment Artist at Sony Online Entertainment (SOE)
January 1, 2008 - December 31, 2011
Designed and created Buildings, Terrain, Props, Lighting and Interiors using Unreal Editor and next-gen in-house tools. Worked closely with Designers, Tech Artist and Engineers to help produce in-house tools. Map owner on the DC Universe Online title and contributed to The Agency.
G Project Lighting Artist at THQ
January 1, 2008 - December 31, 2008
Responsible for creating realistic lighting using Mental Ray, Global Illumination and Final Gathering for in-game environments.
Crimson Skies Environment Artist at THQ
January 1, 2008 - December 31, 2008
Designed and created low-poly 3D environment models and textures for cities and landscapes.

Education

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Qualifications

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Industry Experience

Media & Entertainment, Software & Internet, Gaming