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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

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