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Andres Rodriguez
Andres Rodriguez
Environment Art Director at Naughty Dog
Santa Monica, United States

Summary

I am a professional 3D environment artist in charge of bringing worlds to life using various modeling, texturing and lighting techniques. The last 5 years I have been working at NaughtyDog helping to create some of the most visually stunning video game experiences. I love learning and researching the newest techniques for asset creation and I'm proficient with various 3D packages like: Maya, Substance, UDK, 3dsMax, Photoshop and Zbrush. I enjoy working with creative and driven teams that help me push the boundaries of digital art.

Skills

Environment DesignEnvironment ModelingLightingTexturingWorld BuildingPBR Texturing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity

Productions

    • Video Game
      Uncharted 4
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Naughty Dog
    • Video Game
      The Last of Us Remastered
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Naughty Dog
    • Video Game
      The Last of Us: Left Behind
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Naughty Dog
    • Video Game
      The Last of Us
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Naughty Dog

Experience

  • Environment Artist at Naughty Dog
    Santa Monica, United States of America
    February 2011 - Present

    -Work with texture artists, designers, lighters and art directors to deliver levels that go beyond expectations and are completed according to schedule.

    -Use visual story telling to create photo-real worlds that are interesting to explore.

    -Model detailed worlds following concept art and design blockouts taking into account aesthetics and readability.

    -Efficient use of tri-counts, sub-meshes, complex shaders, LoD's and texture memory for optimal performance on a PS4.

    -Create optimized models with custom collision meshes and shadow blockers to maximize performance

  • Environment Artist at Sony Online Entertainment
    San Diego, United States of America
    June 2009 - January 2011

    -Develop large environments including overlands, instanced dungeons and multiplayer battleground maps.

    -Work with Lead Artists, Designers and Art Directors to create world that had engaging gameplay and visuals.

    -Concept, model and texture various architectural and natural environments with very different styles.

    -Manage my own time and production efficiency to deliver large and multiple milestones completed to scope and outstanding quality in time.