christopher chowell
christopher chowell
Senior Environment Artist @ Raven Software
Alpharetta,GA, United States

About

As a Senior Environment Artist with 8 years of experience in AAA game development, I specialize in creating realistic, high-fidelity environments for a wide range of gameplay experiences. I collaborate closely with design, narrative, lighting, FX, and tech art teams to craft immersive worlds that enhance both gameplay and player engagement.

I’m passionate about pushing the limits of visual fidelity while maintaining optimal performance, and I continuously refine my craft to deliver experiences that resonate with players.

Skills

Environment Design3D ModelingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingProp ModelingUV MappingGame DesignHigh-poly ModelingLevel DesignPBR TexturingTexture Baking

Software proficiency

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

Productions

    • Video Game
      Call of Duty Black Ops 6
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Raven Software
    • Video Game
      Rogue Company
    • Year
      2020
    • Role
      Environment Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Realm Royale (PS4)
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Marvel Heroes Omega (PC/Steam, PS4 and Xbox One}
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Gazillion Entertainment

Experience

  • Senior Environment Artist at Raven Software
    Alpharetta, United States of America
    August 2022 - Present

  • Senior Environment Artist at Hi-Rez Studios
    Alpharetta, United States of America
    February 2022 - Present

    Rogue Company (PC,PS4,PS5,Xbox One, Nintendo Switch)

    ● Helping the environment art team with architecture, buildings and other areas, from modeling

    to texturing.

    ● Support the team with the creation of props based on the needs of the team with fully control

    of the whole process from modeling to texturing.

    ● Polishing and Bug fixing as needed.

    Realm Royale (PS4, Xbox One,PC)

    ● Helped the Environment team as support to port the game to the playstation platform

    ● Aided with props and mostly vertex paint all around the map

    ● Minor texture creation where needed.

  • Environment Artist at Hi-Rez Studios
    Alpharetta, United States of America
    June 2018 - February 2022

    Rogue Company (PC,PS4,PS5,Xbox One, Nintendo Switch)

    ● Helped the environment art team with architecture, buildings and other areas, from modeling

    to texturing.

    ● Support the team with the creation of props based on the needs of the team with fully control

    of the whole process from modeling to texturing.

    ● Polishing and Bug fixing as needed.

    Realm Royale (PS4, Xbox One,PC)

    ● Helped the Environment team as support to port the game to the playstation platform

    ● Aided with props and mostly vertex paint all around the map

    ● Minor texture creation where needed.

  • Environment Artist at Gazillion Entertainment
    Foster CIty, United States of America
    August 2016 - May 2017

    Marvel Heroes Omega (PS4 and Xbox One)

    ● Owned 3 out of 10 chapters in the game, solely responsible for modeling and texturing

    custom props, destructibles, knockables, and sets as well as using existing assets to create

    10-20 cells per chapter

    ● Collaborated with level designers and then edited levels directly to ensure each cell is

    populated with props that align with the vision and the gameplay goals for each level

    ● Created the global and local lighting for levels; used tools and setting created by Tech Art to

    ensure levels were properly lit

    ● Edited and modified existing VFX to alleviate pipeline problems and not bottleneck production

    so that the VFX team could focus on higher priority, custom VFX

    ● Delivered 5 to 7 levels per week in addition to allocating time to fix bugs to ensure levels were

    completed within the deadline

    ● Researched locations and props to ensure that all levels fit within the Marvel Universe and

    supported the narrative of the game

    ● Worked directly with both my lead and the Art Director to ensure all levels were approved and

    matched the quality bars set for the title

    ● Found and documented pipeline inefficiencies and then worked with colleagues to improve

    and streamline our process

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