Portfolio

Hi!
My name is Steven de Vries and welcome to my little corner on the internet.
I’m an artist with over 10 years of experience in the field of realtime applications ranging from 3D realtime simulators to full fledged AAA games.
Feel free to look around on my site.

I’m currently working at Guerrilla Games as a Sr. Environment Artist on Horizon: Zero Dawn

Feel free to contact me at stevo.de.vries @ gmail . com
or through my linkedin page:
https://www.linkedin.com/in/stevodevries

Horizon: Zero Dawn – Playstation 4 – Guerrilla Games – TBD
Sr. Environment Artist

Official Screenshots

Killzone Shadow Fall – Playstation 4 – Guerrilla Games – 2013
Sr. Environment Artist

Chapter 4: The Patriot
Part of the R&D team where I contributed in exploring & defining the architectural style of the main city of KZ:SF, Vekta City. The team consisted of Environment Artists, Shader Artists, Visual Artists & Art Director.
Responsiblities included:
- Workflows on how to build the city architecture with custom geometry
- Design of key structural building blocks assets
- Prototyping city lay-out & skybox
- Modeling, UV-ing & texturing of level geometry
- Composition / World Building / Scene Construction
- Optimization, making sure the level is in memory whilst maintaining a high standard of visual quality

Chapter 5: The Helghast
Ownership of one of the biggest levels in the game. Lead a team of 5 environment artists from greybox level to the final result that shipped with the game. Handled requests from various departments from Design to Cutscenes to make sure all their wishes were fulfilled.
Responsiblities included:
- Workflows on how to build the city architecture with custom geometry
- Modeling, UV-ing & texturing of level geometry
- Composition / World Building / Scene Construction
- Additional support for skybox & FX
- Optimization, making sure the level is in memory whilst maintaining a high standard of visual quality
- Mentoring junior members of the team by providing feedback & art direction

Responsible for the look & feel of “Container City”. This theme has been used throughout the game in various singleplayer & multiplayer levels.

Chapter 7: The Handler
Part of the strike team where I contributed in exploring & defining the look & feel of these huge space stations. Worked together with the Art Director & Visual Design in defining the bigger shapes of these space stations.
- Modeling, UV-ing & texturing of level geometry
- Composition / World Building / Scene Construction
- Optimization, making sure the level is in memory whilst maintaining a high standard of visual quality
- Mentoring junior members of the team by providing feedback & art direction

Various stuff:
Took a design from Visual Design and modeled & textured these big wall pieces. Also polished a derelict ship where I did a lot of custom modeling.

 

Killzone Shadow Fall: Intercept – Playstation 4 – Guerrilla Games – 2014
Sr. Environment Artist

Created 10 multiplayer co-op maps with a small team of 5 environment artists & 2 lighting artists.
Responsiblities included:
- Modeling, UV-ing & texturing of level geometry
- Skybox & FX
- Composition / World Building / Scene Construction
- Optimization, making sure all levels were in memory whilst maintaining a high standard of visual quality
- Mentoring junior members of the team by providing feedback & art direction

 

Killzone 3 – Playstation 3 – Guerrilla Games – 2011
Environment Artist

As an environment artist I worked on singleplayer & multiplayer levels and I also worked on a huge chunk of cutscene environments.
Responsibilities included:
- Asset creation
- Modeling, UV-ing & texturing of level geometry
- Skybox work
- Composition / World Building / Scene Construction
- Optimization, making sure all levels were in memory whilst maintaining a high standard of visual quality

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