Steven Hong
Steven Hong
Ex Sr Environment Artist | Wildlight Entertainment
Seattle, United States

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Skills

3D ModelingEnvironment ModelingLow-poly ModelingProp ModelingHigh-poly ModelingWorld BuildingPBR Texturing

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
3DCoat
3DCoat
World Machine
World Machine
SpeedTree
SpeedTree
World Creator
World Creator

Productions

    • Video Game
      Highguard
    • Year
      2026
    • Role
      Senior Environment Artist
    • Company
      Wildlight Entertainment
    • Video Game
      Palia
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Singularity 6
    • Video Game
      Diablo 4
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Star Wars: Jedi Fallen Order
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Respawn Entertainment
    • Video Game
      Spiderman PS4
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Insomniac Games

Experience

  • Senior Environment Artist at Wildlight Entertainment
    Los Angeles , US
    January 2025 - February 2026

    - 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.

  • Senior Advanced Environment Artist at Probably Monsters
    Seattle, US
    June 2024 - November 2024

    -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

  • Senior Environment Artist at Singularity 6
    Los Angeles, US
    May 2022 - April 2024

    - 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

  • Environment Artist at Blizzard Entertainment
    Irvine
    December 2020 - May 2022

    - 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

  • Environment Artist at Respawn Entertainment
    June 2018 - November 2020

    -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.

  • Environment Art Intern at Insomniac Games
    Burbank
    May 2017 - August 2017

    - 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.