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Experience Silicon Knights| November 2010 - November 2011
St. Catharines, Ontario
Xmen: Destiny | Environment Artist

  • Modeled and textured gameplay and cinematic assets
  • Implemented environment art assets into the editor and constructed levels
  • Worked with level designers to create block-out models and game environments
  • Created tileable textures and shaders for use with props and environments
  • Maintained a fast work ethic while adhering to and exceeding quality standards
  • Worked with a team of artists to maintain visual and technical continuity

Bungie
| December 2009 - May 2010
Kirkland, Washington
Halo: Reach | Contract 3D Artist

  • Modeled and textured gameplay and cinematic assets for Halo: Reach
  • Created tileable textures and shaders for use with props and environements
  • Built collision meshes and set-up damage states for new and existing assets
  • Maintained a fast work ethic while adhering to and exceeding quality standards
  • Worked with a team of artists to maintain visual continuity

Liquid Development | March 2008
Portland, Oregon
Damnation | Freelance 3D Artist

  • Revised and optimized 3D Game Assets
  • Produced level of detail models
  • Created UV layouts for light maps

3D Central | 2007-2008
Portland, Oregon
Various Projects | Freelance 3D Artist

  • Designed and generated character models and textures
  • Provided digital scults for baking out to normal maps
  • Produced level of detail models

Education Art Institute of Portland | 2005 - 2008
Portland, Oregon
  • Bachelor of Fine Arts Degree in Game Art and Design (honors)
  • Work chosen for display at the Art Institute of Portland

Software 3ds Max, Maya, Zbrush, Photoshop



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