Jez Ramsay
I’m Jez Ramsay, a highly versatile Environment Artist and 3D Generalist based in Cheshire, with 20+ years of experience creating detailed game worlds, assets, and visual content for major AAA studios.
About
I’m Jez Ramsay, a highly versatile Environment Artist and 3D Generalist based in Cheshire, with 20+ years of experience creating detailed game worlds, assets, and visual content for major AAA studios. I love building environments from the first concept through asset layout and final polish, keeping the work beautiful while also meeting real-time performance, memory, and technical constraints across console and PC.
Across my career, I’ve led and delivered large-scale world-building efforts, combining strong 3D art fundamentals with technical optimisation, procedural generation, and pipeline-focused collaboration. From co-developing mission worlds in Sniper Elite: Resistance to developing real-time environment art and tools at d3t and shaping the finishing workflow at Evolution Studios, I bring a practical, production-minded approach that helps teams ship polished worlds.
- 19 years' experience
- Joined November 2026
Industry experience
- Gaming
- Media & Entertainment
Work experience
Sculpted detailed landscapes for an open-world project and managed complex infrastructure routing using Errant Photon’s plugin suite (Errant Landscape, Paths, and Biomes). Created urban assets using Houdini procedural tools and delivered final world set-dressing passes. Owned environment production tasks including layout, asset execution, and integration into the studio pipeline, balancing visual intent with performance constraints.
Developed real-time environment art, procedural elements, and VFX for Hogwarts Legacy while integrating cleanly with the client pipeline. Served as Lead Artist on Assetto Corsa Competizione, supporting an art proposal presentation, providing time estimations, and overseeing track asset construction. Engineered high-fidelity VFX recreations for Mafia II: Definitive Edition and contributed VR-optimised assets for Super Stardust Ultra VR.
Anchored the core “Finishing Team” on Driveclub, validating asset colour/scale, building high-fidelity GUI-background environments, texturing complex foliage systems, and constructing detailed trackside props and structures. Designed and generated dynamic environments for the MotorStorm series using real-world geographical profiles and fictional data via World Machine, including real-time animated events for MotorStorm: Apocalypse. Completed foundational R&D work leveraging Sony’s early Project Morpheus VR technology and prepared environment asset workflows.
Education
Certifications and awards
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