Anthony O Donnell
Anthony O Donnell
Senior Environment Artist
Warrington, United Kingdom

Summary

I’m an artist currently living in the UK. By day I work as a Senior Artist in the video games industry and by night I split my time between improving my 3d skillset and following other creative pursuits such as writing and drawing. This of course is after spending time with the family, frequenting the gym and squeezing in a dash of gaming. I enjoy nothing more than being creative and challenging myself to keep improving in all areas.

Having worked on a few published video game projects from start to finish since 2007 I have become a trust worthy artist who can see work through the entire production process. My primary focus is environment art but I’m also experienced in visual development, mentoring of other artists and team management. I’m familiar with current environment production techniques and am constantly dabbling with any other software/tools or techniques that emerge.

Software and tools I have the most experience with include Maya, Max, Mudbox, ZBrush, Quixel Suite, Photoshop, Painter, Manga Studio and Substance Painter.

When not sharpening my skills in virtual 3d space I savour each moment I can get to produce and admire traditional art and especially comic art. Many evenings have been lost to line widths, spotting blacks and scrutinizing story telling techniques. Some future aspirations involve self-publishing my own comic.

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Skills

Environment DesignEnvironment ModelingTexturingVisual DevelopmentLevel DesignComic ArtConcept ArtPBR Texturing3D Modeling

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Quixel Suite
Quixel Suite
3D-Coat
3D-Coat
TopoGun
TopoGun
Painter
Painter
Manga Studio
Manga Studio

Productions

  • Aod lmsh2
    • Video Game
      Lego Marvel Super Heroes 2
    • Year
      2017
    • Role
      Senior Environment Artist
    • Company
      TT Games / WB Games
  • Aod ld
    • Video Game
      Lego Dimensions - Year 2 - Fantastic Beasts and Where to Find Them Story Pack
    • Year
      2016
    • Role
      Senior Environment Artist
    • Company
      TT Games / WB Games
  • Aod dc
    • Video Game
      Driveclub
    • Year
      2014
    • Role
      Senior Environment Artist / Location Lead
    • Company
      Evolution Studios / SCEE
  • Aod msrc
    • Video Game
      Motorstorm RC
    • Year
      2012
    • Role
      Assistant Art Director
    • Company
      Evolution Studios / SCEE
  • Aod msa
    • Video Game
      Motorstorm : Apocalypse
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Evolution Studios / SCEE
  • Aod mspr
    • Video Game
      Motorstorm : Pacific Rift
    • Year
      2008
    • Role
      Environment Artist
    • Company
      Evolution Studios / SCEE

Experience

  • Senior Environment Artist at WB Games / TT Games
    Knutsford, United Kingdom
    April 2016 - Present

    Currently working on Lego Marvel Super Heroes 2 due for release in November 2017.

  • Senior Artist / Location Lead at Evolution Studios (Sony)
    Runcorn, United Kingdom
    February 2012 - April 2016

    Project: Driveclub

    Role: Location Lead

    During the production of Driveclub I was given the opportunity of taking ownership of the Scotland tracks after the initial blockout phase to progress the tracks through to GM. I was responsible for the overall aesthetics of the tracks which required me to compose assets within the tracks, sculpt / model the landscape, setup materials and create/edit textures. I was also required to address playability issues, optimisations and bug fixes.

  • Assistant Art Director at Evolution Studios (Sony)
    March 2011 - February 2012

    Motorstorm RC:

    I served as assistant art director on Motorstorm RC released on PSN and PlayStation Vita in February 2012

    Responsibilities included:

    - Working alongside the art director in defining the look of the environments.

    - Liaising regularly with designers and concept artists to discuss aspects of the game.

    - During the production I was responsible for managing the environment art team to deliver all environments on schedule and to quality on both platforms.

    - Lighting, bug killing and polish for the majority of the tracks. I've also contributed a full environment from design to completion called Roadblock.

    - Provision of various marketing assets was also needed. This included in-game screenshots and high quality renders of in-game assets.

  • Environment Artist at Evolution Studios (Sony)
    April 2009 - January 2011

    Motorstorm Apocalypse:

    On this project my main task was to design and produce the track called Interstate. There were four different variants created. I was responsible for producing artwork and working on the level design and dealing with outsource assets.

  • Environment Artist at Evolution Studios (Sony)
    October 2008 - March 2009

    Motorstorm Pacific Rift DLC:

    My contributions to the expansion pack entitled “SPEED” included the tracks Darkfire Swamp and Quicksands. I was responsible for designing and carrying out all the related tasks to bring both of these tracks through production.

  • Environment Artist at Evolution Studios (Sony)
    July 2007 - October 2008

    Motorstorm Pacific Rift:

    Staring as a prop artist I moved on to work as an environment artist. I was responsible for the track Sugar Rush ensuring the track was bug free, completed on time and to quality.

  • Junior Artist at Evolution Studios (Sony)
    May 2007 - July 2007

    Motorstorm DLC:

    In a junior artist role I was responsible for creating assets for two DLC tracks.