


Manchester UK Denis.Renshaw@gmail.com
DENIS RENSHAW
3D SNR ENVIRONMENT ARTIST
https://www.linkedin.com/in/denis-renshaw-84ba961/
https://denisrenshaw.wixsite.com/denis3d/persona
https://www.artstation.com/denisrenshaw4
References are available on request
SUMMARY
A versatile and motivated artist with 20+ years of experience in the industry. Skilled in 3D modelling, UV mapping and texture creation, level building and collaborative level design and layouts. I have a good track record of enhancing asset quality to maintain a set visual bar and working efficiently to meet established limits.
EMPLOYMENT EXPERIENCE
2023 – 2025, Senior Environment Artist, Mercenary Technology (Fremont, CA)
2021 – 2023, Senior Environment Artist, Hit Factor (San Diego, CA)
2018 – 2019, Artist, FogBank: Foxnext (San Francisco, CA)
2016 – 2018, Artist, Interactive Fitness Holdings (Santa Clara, CA)
2015, Artist, Mercenary Technology (San Mateo, CA)
2013 – 2015, Lead Environment Artist, Void Alpha (Emeryville, CA)
2011 – 2012, Senior Environment Artist, BigPoint Inc (San Francisco, CA)
2010, Environment Artist, Double Fine (San Francisco, CA)
2009, Environment Artist, Ohia Inc (San Francisco, CA)
2006 – 2010, Senior Environment Artist Planet Moon Studios (San Francisco, CA)
2006, Prop Artist, Electronic Arts (Redwood Shores, CA)
2005 – 2006, Environment Artist, Cryptic Studios (Los Gatos, CA)
2004 – 2005, Contract Artist, 5000ft (Reno, NV)
2000 – 2004, Junior Environment Artist, Warthog Games (Manchester, UK)
SKILLS
3D Modeling
UV layout and Mapping
Texturing
Lighting
Geometry Optimization
Photoshop
Substance Painter
3dsMax
Maya
Zbrush
Spine
Unreal
Unity
CryEngine
COD Radiant
META Horizon Worlds
Managing Outsource Quality
SELECT PROJECT CONTRIBUTIONS
META VR ARPG, Robot Raiders, 2025 ● Created 85% of all environments
● Created suite of kits for use by art team
● Worked within limitations of Horizon to keep
draw calls and texture memory down
Echoes of Empire, 2024 ● Created sample ships as templates for outsource studio to follow
● Built planet side assets such as command centers and industrial buildings
● Engaged in feedback through all stages to improve outsource submission quality.
Mobile interactive story games, 2018 ● Created the templates for characters in Spine from the Photoshop source files and rigged them.
● Made any adjustments needed to fit with the already established animation library.
Fitness bike, 2018 ● Full graphics update original levels created in a very old custom engine and totally rebuilt in Unreal 4, including the complete environments and all level related props.
Universal Monsters, 2012 ● Set dressed almost all of the level from a basic starting point.
● Created many of the destructible objects and animated objects
Battlestar Galactica Online, 2011 ● Created new battle arenas
● Worked with programmers to develop new content ideas
Iron Brigade, 2011 ● Created the base terrain for many levels
● Added ambient mesh detail layers and for each zone of the maps.
Once upon a monster, 2011 ● Fleshed out a cave area and a jungle run
● Made many of the ambient props for a few levels to
make it seem kiddy - bees ,flowers, fruit etc
Disney Tangled, 2010 ● Using high resolution film assets to create game ready versions and sometimes built new ones from scratch to match the style
● Set up lighting and collision meshes for most game zones
Battle of the Bands, 2008 ● Created a new level style to move project forward.
● Owned half the levels and guided the development of other levels
Afterburner Black Falcon, 2007 ● Created the prototype level and showed artists the process as they joined the team.
● Set up vertex lighting export process
Sims 2 Pets, 2006 ● Created many new props and reduced poly optimization for many props imported for Sims 3
● Added new animated objects
Mace Griffin: Bounty Hunter, 2003 ● Created upwards of 75% of all textures and props for most levels
● Lighting for most of the levels
Harry Potter and the ● Made optimized props and level kit pieces for upgraded art
Philosopher’s Stone , 2003 style and blocked out new custom areas
Need for Speed Underground, 2004 ● Made several car upgrade body kits

