




Denis Renshaw
(408) 608-7085
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.
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3d Modeling, Mapping, Shaders, Lighting
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3dsMax, Maya
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Photoshop
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Zbrush, Crazybump, XNormal, 3dCoat, Ndo
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Substance Painter
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SPINE
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Unity, COD Radiant, Unreal, Cryengine3
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META Horizon Worlds VR
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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
