stevehong1995@gmail.com
Linkedin: https://www.linkedin.com/in/steve-hong-371a49103
- Built and propagated key environment POIs across Frontier, Kingdom, and Skydrift.
- Developed modular kits, props, and textures for assigned bases and built out final environments in close collaboration with designers.
- Created key gameplay props including chests, Plant Points, and the Plant Point Extender, collaborating with multiple departments throughout development.
-Developed traversal zones in the Hidden Grove environment for multiplayer maps, ensuring smooth procedural generation and a seamless player experience
-Collaborated with designers to ensure map designs adhered to gameplay objectives, balancing aesthetics and functional gameplay spaces
-Partnered with the concept art to create 3D assets for multiple map zones
- Assembled areas of Kilima, and sculpted and textured cliff assets for use across the Kilima environment
- Optimized assets and environments to meet strict performance budgets, ensuring smooth performance on the Nintendo Switch without sacrificing visual quality
- Served as the lead artist for several Temples, ensuring consistent environment quality throughout the level
- Contributed to the design and set dressing of private spaces for NPC characters
- Created models for building kits used to build prefabs throughout Scosglen, Fractured Peaks, and Kehjistan
- Assembled prefabs to streamline implementation for world artists, with a focus on the Fractured Peaks
- Worked in Pods with all departments to world build zones in Fractured Peak
- Collaborated with other artists and designers to develop the various states of camps across Sanctuary
-Designed and created organic assets for visual development and in-game implementation for Kashyyyk
- Modeled and textured foliage, props, and environmental details that enhanced the game's sense of place
- Coordinated with designers and fellow artists to ensure Kashyyyk and other environments were fully realized and met both artistic and technical requirements.
- Developed 3D assets in close collaboration with environment artists and designers.
- Contributed to mis sion-based and open-world environments as part of a creative team.
- Created "prefabs" by assembling assets from the library for efficient reuse and consistency in design.