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Denis Renshaw

(408) 608-7085

denis.Renshaw@gmail.com

http://denisrenshaw.wix.com/denis3d

https://www.artstation.com/denisrenshaw4

 

 

Summary

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Versatile and motivated 3D artist with 24 years as Environment artist in games industry.

I Like learning the various production pipelines and tools that come with different projects.

Work well alone or in a team.

  • 3d Modeling, Mapping, Shaders, Lighting

  • 3dsMax, Maya

  • Photoshop

  • Zbrush, Crazybump, XNormal, 3dCoat, Ndo

  • Substance Painter

  • SPINE

  • Unity, COD Radiant, Unreal, Cryengine3

  • META Horizon Worlds VR

  • Managing outsource quality.

 

 

 

Experience

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​June 2023 - current

Mercenary Technology                              Fremont CA (remote working)

​I went back to this place again to help with a META VR project.

i can’t say anything else yet.

                             

 

Dec2021 - June 2023

HitFactor                                                          San Diego (remote working)

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I started contracting to help an old friend and I was hired as full time April 2022

Level building from scratch everything needed as I’m the only env artist for a League of Legends style game with extras.

Mostly desert style planet map and any tech related buildings to make it look like there was a story to the level – abandoned buildings etc

Then moved over to another project, a space style 4x game.

I had to try and get an outsource studio up to the quality bar we wanted.

I created base example ships and style and steered them in that direction.

I gave constant feedback though low poly – high poly and final UV mapping and texturing in substance.

I also have created from scratch some assets needed for players when they own a planet – defense command center, mines etc  

 

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Jan2019 - July2021

Non related - TESLA                                       Reno / sparks NV

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I work in the model 3 / Y battery production part of the Gigafactory.

It may have nothing to do with games but it does require a lot of focus and attention to detail, which is relevant and also requires problem solving and good communication.

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April 2018 – Jan 2019

Fogbank -Foxnext SF studio                         San Francisco CA

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​Contracting for their new line of mobile interactive story games

Using Spine to rig 2d images to skeletons  to fake a 3d movement feel. Part time but ongoing

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​February 2016 - June 2018

Interactive Fitness Holdings                            Santa Clara CA

Level Lead

So this is a bit of a change, not technically a games company.

I am working on the software for a fitness bike that has a TV screen attached and has interactive games and rides to choose from as you actually ride the bikes you can ride through country, city, desert etc...

Replicating their old (8 or 9 years) levels using unreal4 and making them look like something that fits in with today's visuals.

 

 

December 2015 -January  2016

Nway                                                                  San Francisco CA

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Level Artist

Help construct level layouts quickly for concept paint over's, then make all agreed changes.

Set up lights and light maps and check collision.

Also create new (BOSS) zones using current assets and making new ones but using

the same textures.

 

 

 

April  2015 - October 2015

Mercenary Technology                                       San Mateo CA

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Level Artist

Brought on to help with level optimization for ps3 and 360 versions of Call of Duty-BO3.

Using COD Radiant basically optimizing all aspects of the level for performance.

 

 

May 2013 -  April  2015

Void Alpha                                                            Emeryville CA

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Lead Env Artist

Joined to work on Star Citizen.

Building levels from scratch in Cryengine.

Starting with block mesh layout loosely based on concept art, fleshing out kit prefabs so level can be laid out and tested, building full level assets, kit blocks, props, textures and CryEngine shader set up and lighting.

After we stopped working on that I jumped between small projects doing 3d buildings and terrain stuff for an internal IP and some 3d to 2d UI type work for another internal project.

 

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January 2011 - December 2012

​Bigpoint Inc                                                   San Francisco  CA

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Snr Env Artist

Mummy online, Universal Monsters online and Battlestar Galactica online.

Worked as a snr env artist on all 3 titles.

This involved planning for level locations, props, level kits, lighting, destructible objects.

For Battlestar i did some prop / ship work but mainly i oversaw creating new battle arenas and working with programmers to create any new content needed.

 

 

October   2010 -  December  2010

Planet Moon Studios                                  San Francisco  CA

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Snr Env Artist

Returned after finishing my "on loan" status

We were working on a Beyonce Dance game for the 360

This involved creating environments and props for "stages" that look like something you might see in music videos.

 

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July  2010 -  October  2010

Double Fine                                                  San Francisco  CA

Env Artist

Worked on Trenched (which became Iron Brigade) and Once upon a monster.

Environment work involved detailing base levels, placing and creating assets.

Terrain work, ambient mesh layers (small details) and any special detail layers needed for each zone

 

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February   2010 -  July 2010

Planet Moon Studios                                   San Francisco  CA

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Snr Env Artist

Disney Tangled

Work involved taking high resolution movie assets and making game ready versions, quite often just rebuilding a simpler version to fit into budgets.

Also creating brand new areas and assets that were based on scenes from the movie and scene lighting.

 

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April        2008 -  July  2009

Ohai Inc                                                               San Mateo  CA

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Env Artist

City of Eternals (facebook)

Developed simple but detailed modular kits for designers to create level layouts in a pre-renders Diablo style game

Worked from a concept and built the construction kit and then all relevant objects for that level set.

 

 

June         2006 - January   2009

Planet Moon Studios                                     San Francisco  CA

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Snr Env Artist

Afterburner Black Falcon, Battle of the Bands, My Amazing Story

Used unreal3 for an original Microsoft IP building story book style levels

Props mostly using Zbrush to make high detail models for normals.

In engine integration from the concept, model, shader setup and level lighting as well

Modeled, textured and vertex lit several environments from concept to final version.

Created various animated props, rigging/ weighting and made simple looping animation.

 

 

April      2006 -   June 2006

Electronic Arts                                           Redwood Shores  CA

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Prop Artist

Sims2 Pets

Responsible for building objects, texturing, some simple rigging and simple animated objects

Most props were original but some had to be re-purposed from other versions of  The Sims

This mostly involved reducing the poly counts of Sims 3 assets or creating new and more efficient versions of older objects

 

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January      2005 - January  2006

Cryptic Studios                                                        Los Gatos  CA

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Env Artist

City of Villains

World Layout, building props for specific areas (inside and outside)

Create from concept some of the key "hero" assets and buildings

Lighting for interior maps

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May         2004 -  January   2005

5000ft                                                                               Reno NV

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Contract Artist

Stacked Poker game.

Some environment prop modeling

Character skinning and morph face targets

 

 

January        2000 -   January   2004

Warthog Games                                                   Manchester UK

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Jnr ' Env Artist

Mace Griffin:Bounty Hunter

Responsible for taking the designers level ideas and building it out, sometimes from a base block mesh they created and sometimes from scratch.

Creating all textures and level relevant props

Lighting full levels

Worked with designers to change anything that wasn't working out or changes for optimized game play.

Need for Speed Underground, Harry Potter

3d general support. Characters, Vehicles, buildings, props, textures and lighting

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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