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Manchester UK                                                                                                           Denis.Renshaw@gmail.com

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DENIS RENSHAW

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3D SNR ENVIRONMENT ARTIST

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https://www.linkedin.com/in/denis-renshaw-84ba961/

https://denisrenshaw.wixsite.com/denis3d/persona

https://www.artstation.com/denisrenshaw4

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References are available on request

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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.

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EMPLOYMENT EXPERIENCE

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2023 – 2025, Senior Environment Artist, Mercenary Technology (Fremont, CA)

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2021 – 2023, Senior Environment Artist, Hit Factor (San Diego, CA)

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2018 – 2019, Artist, FogBank: Foxnext (San Francisco, CA)

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2016 – 2018, Artist, Interactive Fitness Holdings (Santa Clara, CA)

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2015, Artist, Mercenary Technology (San Mateo, CA)

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2013 – 2015, Lead Environment Artist, Void Alpha (Emeryville, CA)

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2011 – 2012, Senior Environment Artist, BigPoint Inc (San Francisco, CA)

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2010, Environment Artist, Double Fine (San Francisco, CA)

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2009, Environment Artist, Ohia Inc (San Francisco, CA)

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2006 – 2010, Senior Environment Artist Planet Moon Studios (San Francisco, CA)

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2006, Prop Artist, Electronic Arts (Redwood Shores, CA)

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2005 – 2006, Environment Artist, Cryptic Studios (Los Gatos, CA)

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2004 – 2005, Contract Artist, 5000ft (Reno, NV)

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2000 – 2004, Junior Environment Artist, Warthog Games (Manchester, UK)

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SKILLS

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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

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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

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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.

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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.

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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

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Iron Brigade, 2011                                               ● Created the base terrain for many levels

                                                                                    ● Added ambient mesh detail layers and for each zone of the maps.

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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

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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

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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

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Afterburner Black Falcon, 2007                   ● Created the prototype level and showed artists the process as they                                                                                                          joined the team.

                                                                                                 ● Set up vertex lighting export process

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Sims 2 Pets, 2006                                               ● Created many new props and reduced poly optimization for many                                                                                                           props imported for Sims 3

                                                                                   ● Added new animated objects 

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Mace Griffin: Bounty Hunter, 2003            ● Created upwards of 75% of all textures and props for most levels

                                                                                        ● Lighting for most of the levels

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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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