I am a Lead Artist and art director with extensive experience leading environment art teams for AAA and indie projects. I specialize in planning art pipelines, coordinating cross‑disciplinary teams, and delivering high‑quality terrain, buildings and concept art while keeping production on schedule. I thrive in client-facing settings, on-set work, and remote collaboration, always aiming to maintain team wellbeing and a clear path from concept to in‑game implementation. Over the years I have shipped and shaped titles across studios in the UK and Asia, working with Unreal, Substance, Maya and a range of production tools. My passion is turning creative vision into practical, scalable art pipelines that support fast iteration and consistent visuals across platforms.

Mark Wilks

I am a Lead Artist and art director with extensive experience leading environment art teams for AAA and indie projects. I specialize in planning art pipelines, coordinating cross‑disciplinary teams, and delivering high‑quality terrain, buildings and concept art while keeping production on schedule. I thrive in client-facing settings, on-set work, and remote collaboration, always aiming to maintain team wellbeing and a clear path from concept to in‑game implementation. Over the years I have shipped and shaped titles across studios in the UK and Asia, working with Unreal, Substance, Maya and a range of production tools. My passion is turning creative vision into practical, scalable art pipelines that support fast iteration and consistent visuals across platforms.

Available to hire

I am a Lead Artist and art director with extensive experience leading environment art teams for AAA and indie projects. I specialize in planning art pipelines, coordinating cross‑disciplinary teams, and delivering high‑quality terrain, buildings and concept art while keeping production on schedule. I thrive in client-facing settings, on-set work, and remote collaboration, always aiming to maintain team wellbeing and a clear path from concept to in‑game implementation.

Over the years I have shipped and shaped titles across studios in the UK and Asia, working with Unreal, Substance, Maya and a range of production tools. My passion is turning creative vision into practical, scalable art pipelines that support fast iteration and consistent visuals across platforms.

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Language

English
Fluent

Work Experience

Senior Environment Artist at Reflections Interactive
February 28, 2006 - September 14, 2025
Built buildings, vehicles, terrain and general environment; level creation; collaborated with mission scripters, programmers and junior team members; credits include Stuntman PS2, Stuntman 2 PS2, Driver PS2, Driver Parallel Lines PS2, Enter the Matrix PS2; worked on the Matrix project in Orange County for three months.
Senior Environmental Artist at Midway Games
February 28, 2006 - September 14, 2025
Wheelman PS3/360 using Unreal Engine; environment assets; buildings; general environment and asset production.
Senior Environmental Artist at 3D Creation Studio
February 28, 2007 - September 14, 2025
Worked on titles for Xbox 360, PS3 and Wii; produced environment assets and supported other disciplines including characters and vehicles; involved in outsourcing workflows.
Environmental Specialist / Level Designer at THQ
June 1, 2011 - September 14, 2025
Environment specialist; level and feature design; environment and vehicle animations; contributed to planned retail and digital releases.
Environment Artist at RealTimeUK
September 1, 2014 - September 14, 2025
Worked on trailers for clients such as EA, Sony and Wargaming; built assets from white box using ZBrush, Quixel or Mari; handed work to Render team; projects featured at E3.
Lead Artist / Art Director at Magellan Robotech
July 1, 2020 - September 14, 2025
Lead artist and Art Director for online team; mentoring, assigning work; responsible for original concepts and ideas for new games; oversight from concept to final product; experience with multiple game genres.
Senior Environment Artist at Avalanche Studios Group
August 1, 2021 - September 14, 2025
Senior Environment Artist on Call of the Wild: The Angler; built props and environment assets (watermills, mine areas, buildings, log cabins, social hubs); level blockout; reviews and documentation; MegaScan assets; Substance Designer/Painter; terrain setup; modular asset kits; sprint planning.
Lead Environment Artist / Outsource Lead at Ballistic Moon
April 1, 2022 - September 14, 2025
Oversee team workflow and planning; daily meetings; set goals; manage skill levels; asset upgrades; mentoring and reviewing artists; on-site and remote collaboration; outsourcing to another studio; sprint planning; shader work with tech artist; maintain art pipeline; liaison with art director; team wellbeing.
Lead Artist / Unreal Supervisor at MPC
November 1, 2022 - September 14, 2025
Disney contract; lead artist / Unreal Supervisor; coordinating 11 artists remotely and on set; Unreal Engine; scanned data and Megascans; planning for 22 environments; on-set alignment of virtual backgrounds with real-world assets; art lead, direction on environments; planning; art pipeline; team wellbeing.
Lead Artist – Fallout 76 at Double11
November 1, 2022 - Present
Lead Artist on Fallout 76; manage a team of 12 artists; terrain, buildings and concept art; daily meetings and art reviews; coordinate in-game testing with client and art team; Jira task management; PDPs; workload planning; client-facing art review meetings; ensure quality and consistency.

Education

HND in Graphic Design at Bolton College
January 1, 1997 - January 1, 1999
BTEC Graphic Design at Hope Street College, Liverpool
January 1, 1996 - January 1, 1997
GCSEs: English, Maths, Art; BTech Graphic Design at Hope Street College
January 1, 1993 - January 1, 1995

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education