Eli Tuttle
Eli Tuttle
Principle Level Artist - Firewalk Studios
San Francisco, United States

With nearly 20 years of 3D modeling and environment art experience my career has been varied. After working in related fields, I got a "late start" in AAA gaming. Having previously worked on social media games, architectural visualization, commercials, and in a startup 3D software Bio-Tech company.

Through my career I have leveraged my Bachelor of Architecture and MFA to create believable, immersive, and engaging spaces. Among other skills, my understanding of the built environment, sense of proportions/scale, and enjoyment of collaborations has helped me develop these environments.

Skills

World BuildingGame Development3D ModelingPBR TexturingTexturingUV MappingArchitectural DesignArchitectural VisualizationTexture Bakingreal-timeTeam ManagementFirst Person Shooter

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Radiant Engine
Radiant Engine
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Megascans
Megascans
Mixer
Mixer
proprietary tools
proprietary tools
Lightroom
Lightroom
CrazyBump
CrazyBump
xNormal
xNormal

Productions

    • Video Game
      Call of Duty: Modern Warfare III
    • Year
      2023
    • Role
      Sr. Environment Artist
    • Company
      Sledgehammer Games
    • Video Game
      Call of Duty: Vanguard
    • Year
      2021
    • Role
      Sr. Environment Artist
    • Company
      Sledgehammer Games
    • Video Game
      Call of Duty: Cold War
    • Year
      2020
    • Role
      3D Environment Art
    • Company
      Sledgehammer Games
    • Video Game
      Call of Duty: Modern Warfare
    • Year
      2019
    • Role
      3D Environment Artist
    • Company
      Sledgehammer Games
    • Video Game
      Call Of Duty WWII
    • Year
      2017
    • Role
      3D Environment Artist
    • Company
      Sledgehammer Games
    • Commercial / Advertisement
      Nvidia "Death Ray"
    • Year
      2015
    • Role
      3D Environment Artist
    • Company
      Nvidia
    • Mobile Game
      Meez Nation
    • Year
      2012
    • Role
      Sr. 3D Environment Artist
    • Company
      Donnerwood Media
    • Commercial / Advertisement
      Star Wars Brisk Saber
    • Year
      2012
    • Role
      3D Environment Artist
    • Company
      Aatma
    • TV Production
      Liquid Assets
    • Year
      2008
    • Role
      3D Artist
    • Company
      Ewing Cole: Digital Media Group

Experience

  • Principle Level Artist at Firewalk Studios
    Seattle working from San Francisco
    March 2023 - Present

    • Helping achieve the Art Director’s vision through world building

    • Point of contact and daily organizer of working on multiple maps

    • Liaison with multiple teams - Level Design, Lighting, Concept Art, TA

    • Educating experienced Dev's in a genera they haven’t worked in

  • Sr. Level Artist at Firewalk Studios
    Seattle working from San Francisco
    June 2022 - March 2023

    • Helping achieve the Art Director’s vision through world building

    • Point of contact and daily organizer of working on multiple maps

    • Liaison with multiple teams - Level Design, Lighting, Concept Art, TA

    • Educating experienced Dev's in a genera they haven’t worked in

  • Sr. Environment Artist at Sledgehammer Games
    Foster City
    October 2020 - June 2022

    Responsibilities:

    • Leading Map Pods for multiplayer maps

    • Coordinate with Lead and Art Director to achieve vision

    • Coordinating with Level Design, Lighting, Vfx, and Production

    • Set visual Bar for multiplayer maps

    • Modeling, Texturing, World Building, Outsourcing, Performance tuning

    • R&D Tools to streamline pipeline

    • Training Junior Artists

    • Interviewing Applicants

  • Environment Artist at Sledgehammer Games
    Foster City, United States of America
    September 2017 - October 2020

    Responsibilities:

    • Leading Map Pods for multiplayer maps

    • Coordinating with Level Design, Lighting, and Vfx

    • Training Junior Artists

    • Modeling, Texturing, World Building

  • Associate Environment Artist at Sledgehammer Games
    Foster City, United States of America
    March 2016 - September 2017

    • Summery – similar duties to above

  • Sr. 3D Environment Artist at Donnerwood Media
    San Francisco, United States of America
    September 2012 - March 2016

    Responsibilities: Meez.com

    • 3D Environment Production – I was responsible for modeling, texture, UV'ing, lighting, rendering, and animating environment assets for multiple products: Meez Personal Roomz, Meez Nation, and Meez Stickerz.

    • Project Management – Based on sales of items I developed themes/concepts for releases, tracked production, suggest prices based on previous sales & development time, set deadlines, and facilitated communication for release. I was also responsible for uploading assets to the QA servers, doing QA, and then publishing them to the live site.

    • I was also involved in Tool Development and R&D for our pipeline.

    Responsibilities: Openwager.com

    • Project Management ‐ I managed freelance artists to help create an alpha version of the product. This included compiling reference, set deadlines, checked/assigning revisions/approving assets. This alpha help secured initial interest from prospective clients

    • Art Direction and Design – I developed and designed 3 different areas of a pitch casino. Including, sketching initial designs,

    developing modular system, and unifying the final look.

    • Asset Production ‐ 3D Modeling, Texturing, UV'ing, in‐engine lighting, and level layout

  • 3D Environment Artist at Free Lance
    San Francisco, United States of America
    October 2011 - March 2015

    • Summary ‐ As a freelance artist I had multiple return clients. I worked on a number of project for well‐known companies including; Nvidia, Brisk Tea, and Google.

    • Services ‐ My main services were 3D Modeling, Sculpting, Texturing, UV’ing,

  • 3D Environment Artist at Ironbelly Studio
    San Francisco, United States of America
    March 2012 - August 2012

    At Ironbelly Studios I worked on an internal FPS game and did contract work for 3rd party clients of Ironbelly Studios.

    • Asset Production - Modeling, Texturing, UV'ing assets for in-game use and created high-res assets for map baking.

  • 3D Environment Artist at Aatma Studio
    San Francisco, United States of America
    September 2011 - November 2011

    I worked as the 3D environment artist and prop modeler for a Brisk Star Wars commercial. Initially, I was hired for a short contract, but was brought on full‐time because of my speed, skill, and versatility

    Responsibilities:

    • Environment & Prop Work ‐ Set Design, Modeling, and UV'ing

    • Limited character work: Specifically, sculpting and hand painting Darth Mauls teeth

    • Shot Setup – Environment layout, prop placement, blocking of camera and lighting

  • 3D Digital Artist at Ewing Cole: DMG
    Philadelphia, United States of America
    January 2008 - January 2009

    Ewing Cole is a large architecture frim in Philadelphia. The Digital Media Group (DMG) focused creating renders, walk-throughs, and videos for multipel projects. These renders and videos were used to secure projects and update to clients at project milestones.

    Responsibilities:

    • Modeling, Texturing, and lighting the architectural designs for print, renders, and/or animations

    • Worked with the Technical Director to created interactive applications in the Virtools Engine

  • Sr. 3D Visualization Designer at Tacitus LLC
    Philadelphia, United States of America
    June 2006 - January 2008

    Tacitus a BioTech start up using real time 3D Environment for the pharmaceutical industry. Specifically, trying to create a Proteomic and Genomic research tool. We were working on a cutting edge approach of using game technology to help represent, modify, and analyze scientific data in a real time 3D Environment.

    Responsibilities:

    • Coordinated design, art direction, and functionality with Biology Team so that what we developed would be intuitive researchers.

    • Project Management: scheduling, created tasks/deadlines for junior artists, checking work, giving out revisions, and approving work

    • 3D Modeling, Texturing, and scripting functions in the Virtools Engine

    • Meeting with the Founders to give them updates on our progress and taking their feedback from the pharmaceutical industry and implementing the ideas into the art and design