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Joel Cuellar
Joel Cuellar
3D Environment Artist
Eagle Pass, TX, United States

Summary

310.936.6632 • cuellar_joel@yahoo.com • joelcuellar.artstation.com

•Extensive years of gaming industry art experience in shipping AAA titles
•Advance knowledge of high to low poly modeling, sculpting and UV layouts for game art and environments
• Proven ability to understand game design constraints and visual language to support gameplay
• Skilled in learning new proprietary tools and software quickly and efficiently
• Excellent eye for composition, creative world building and ability to work within optimization guidelines
• Successfully worked as Team Leader with artists, developers and producers

Unity Store - https://assetstore.unity.com/publishers/7095
TurboSquid Store - https://www.turbosquid.com/Search/Artists/Boney-Toes-Productions

Skills

Concept Design3D ModelingDigital SculptingHard Surface ModelingLow-poly ModelingProp ModelingTexturingUV MappingGame DevelopmentArchitectural VisualizationRetopologyProp DesignSet DesignHigh-poly ModelingPhoto-manipulationWorld BuildingVector IllustrationSketchingPBR TexturingTexture Bakinggame engine

Software proficiency

3ds Max
3ds Max
Illustrator
Illustrator
Keyshot
Keyshot
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
xNormal
xNormal
Quixel Suite
Quixel Suite
Flash
Flash
CRYENGINE
CRYENGINE
CrazyBump
CrazyBump
SpeedTree
SpeedTree
Dreamweaver
Dreamweaver
NDO
NDO
Snowblind Engine
Snowblind Engine
LithTech Game Engine
LithTech Game Engine

Productions

    • Video Game
      Prey
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Arkane Studios
    • Video Game
      Guardians of Middle-Earth
    • Year
      2012
    • Role
      World Artist
    • Company
      Warner Bros Entertainment
    • Video Game
      Gotham City Impostors
    • Year
      2012
    • Role
      World Artist
    • Company
      Warner Bros Entertainment
    • Video Game
      The Lord of the Rings: The War in the North
    • Year
      2011
    • Role
      World Artist
    • Company
      Snowblind Studios
    • Video Game
      F.E.A.R. 2: Reborn
    • Year
      2009
    • Role
      World Artist
    • Company
      Monolith Productions
    • Video Game
      F.E.A.R. 2: Project Origin "Armored Front" Map Pack
    • Year
      2009
    • Role
      World Artist
    • Company
      Monolith Productions
    • Video Game
      F.E.A.R. 2: Project Origin "Toy Soldiers" Map Pack
    • Year
      2009
    • Role
      World Artist
    • Company
      Monolith Productions
    • Video Game
      F.E.A.R. 2: Project Origin
    • Year
      2009
    • Role
      World Artist
    • Company
      Monolith Productions
    • Video Game
      Vigilante 8 Arcade
    • Year
      2008
    • Role
      Environment Artist
    • Company
      Isopod Labs
    • Video Game
      Monster Smash
    • Year
      2006
    • Role
      Lead Level Designer
    • Company
      Game Wizards Videogame Production
    • Video Game
      Mask of Eternity
    • Year
      2005
    • Role
      Environment Artist
    • Company
      Game Wizards Videogame Production

Experience

  • Environment Artist at Arkane Studios
    Austin, Texas, United States of America
    July 2016 - Present

    PREY | PC, XBOX ONE, PS4

    • Generated new and unique hero assets and environments by modifying existing game objects and textures

    • Partnered with Level Architects to compose game environments with visually appealing set dressing

    • Produced tileable, Physically Base Materials for key game assets placed throughout the game environments

  • Founder & Developer at Environment Artist 2B
    United States of America
    July 2014 - Present

    • Developed and designed a single online source for experienced and novice Environment Artists, that incorporates game industry leading tutorials, education and career resources

    www.EnvironmentArtist2B.com

  • Founder & Creative Director at Boney Toes Productions
    United States of America
    August 2013 - July 2016

    • Created successful 3d art business, focusing on architecture concepts & promotions

    • Created designs and promotional content for public events

    • Successfully developed online and offline marketing strategies for clientele

  • World Artist at Warner Bros Games
    Kirkland, Washington, United States of America
    January 2011 - January 2012

    GUARDIANS OF MIDDLE EARTH | XBOX 360, PS3, PC

    • Developed entire levels from concept to blockout to final polish

    • Key member of development team creating custom terrains and 3d models, utilizing sculpting tools

    • Created 3d models, textures, lighting and implemented particle effects for various maps

    • Scoped game levels for on-time milestone delivery

    PROJECT HYDRA: "UNANNOUNCED THIRD-PERSON GAME" | XBOX 360, PS3, PC

    • Produced modular pieces with LODs and tileable materials

    • Implemented optimization and collision fixes on sections of the game maps

    • Excellent eye for prop and texture placement in the game maps

    GOTHAM CITY IMPOSTORS | XBOX 360, PS3, PC

    • Implemented 3d modeling, sculpting, re-topologizing and texturing new game assets

    • Strategically placed props and particle effects on various sections of the game maps

    • Created textures utilizing SSBump Generator, to generate more depth and realism to materials

    • Collaborated with entire Art Team to construct levels, maintain art style and complete on-time milestones

  • World Artist at Snowblind Studios
    Kirkland, Washington
    January 2010 - January 2011

    LORD OF THE RINGS: WAR IN THE NORTH | XBOX 360, PS3, PC

    • Artistically developed background vistas for various maps

    • Quickly generated foliage for game levels using SpreedTree software

    • Created props, textures and set dressing of various maps

    • Applied organic modeling experience with a heavy focus on zBrush sculpting

  • World Artist at Monolith Productions
    Kirkland, Washington, United States of America
    January 2007 - January 2010

    PROJECT APOLLO "UNANNOUNCED OPEN WORLD GAME" | XBOX 360, PS3, PC

    • Designed and built interactive, destructible props for many environments

    • Created main “Hero” vehicle and utilized in-house tools to properly implement it into the game mechanics

    • Modeled, textured and set dressing a variety of props and environments

    • Improved legacy game assets with more detail, higher resolution textures, poly count and LODs

    • Executed a photo shoot from city high rises to capture rooftop environments for visual reference and textures creation for our development team

    FEAR 2: REBORN | XBOX 360, PS3, PC

    • Served as primary Environment Artist on the team for full production cycle

    • Composed immersive environments based on concepts and reference images provided by level designers

    • Quickly and competently developed various assets for in-game animation and interactive destructible states

    • Created efficient, high quality hero assets, while maintaining to poly count and game design constraints

    FEAR 2: ARMORED FRONT and TOY SOLDIERS MAP PACK DLC | XBOX 360, PS3, PC

    • Designed, 3d Modeled, UV mapped, textured, various props for multiplayer maps

    • Collaborated with entire team to acquire visual content for various prop

    • Designed and built interactive, destructible and static props for many environments



    FEAR 2: PROJECT ORIGIN | XBOX 360, PS3, PC

    • Collaborated with Character Art Team to implement my facial features for a main character in the game

    • Designed, 3d Modeled, UV mapped, and created textures, props and key pick-up items

    • Created high quality hero assets, while maintaining to poly count and game design constraints

    • Optimized materials, 3d models, collision and physics

    PROJECT ECHO “UNANNOUNCED FIRST-PERSON OPEN WORLD” GAME | XBOX 360, PS3, PC

    • Prototyped, tested game layouts, props and game design concepts

    • Successfully conceptualized environments and key game objects

    • Designed, 3d Modeled, UV mapped, and created textures and various props

  • Environment Artist at Isopod Labs
    Los Angeles, California, United States of America
    January 2006 - January 2007

    VIGILANTE 8 ARCADE | XBOX 360

    • Created gray-scale tileable Diffuse, Normal and Specular Maps for prop

    • 3d Modeled, UV mapped, created textures and props within tight memory capacity

    • Applied knowledge of Vertex Paint Modifier to give color to tileable gray-scale texture maps

  • Lead Level Designer at Game Wizards Videogame Production
    Santa Monica, California, United States of America
    January 2005 - January 2006

    MONSTER SMASH | PC

    • Team Leader of a team 7 amazing artists, creating the best visuals seen to date

    • Developed innovative level design layouts, prop placement and game art, while pushing the visual capacity of Unreal Engine

    MASK OF ETERNITY | PC

    • Designed, 3d Modeled, UV mapped, and textured low poly game assets with consistent art style and quality