Eli Tuttle
Eli Tuttle
3D Environment Artist - Sledgehammer Games
San Francisco, United States of America

About

With over 15 years of 3D modeling and environment art experience my career has been varied. Most recently with a "late start" in AAA games development. Previously, I worked on Social Media games, Architectural Visualization, commercials, and a start up bio-tech 3D software company. Currently, I am an Environment Artist on the Multiplayer team at Sledgehammer Games helping manage our team and producing art for maps.

Through my career I have leveraged my Bachelors of Architecture and MFA in Game Design to create fun and engaging spaces. I have a great sense of proportion, the built environment, and thrive in dynamic changing environment.

Please contact me with questions and/or work opportunities.

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 Painter
Substance Painter
Substance Designer
Substance Designer
Megascans
Megascans
Mixer
Mixer
proprietary tools
proprietary tools
Lightroom
Lightroom
CrazyBump
CrazyBump
xNormal
xNormal

Productions

  • Codmw box cover
    • Video Game
      Call of Duty: Modern Warfare
    • Year
      2019
    • Role
      3D Environment Artist
    • Company
      Sledgehammer Games
  • Cod wwii cover 01
    • Video Game
      Call Of Duty WWII
    • Year
      2017
    • Role
      3D Environment Artist
    • Company
      Sledgehammer Games
  • Cover death ray 01
    • Commercial / Advertisement
      Nvidia "Death Ray"
    • Year
      2015
    • Role
      3D Environment Artist
    • Company
      Nvidia
  • Meez cover 01
    • Mobile Game
      Meez Nation
    • Year
      2012
    • Role
      Sr. 3D Environment Artist
    • Company
      Donnerwood Media
  • Brisk saber cover 01
    • Commercial / Advertisement
      Star Wars Brisk Saber
    • Year
      2012
    • Role
      3D Environment Artist
    • Company
      Aatma
  • Liquid assets cover 01
    • TV Production
      Liquid Assets
    • Year
      2008
    • Role
      3D Artist
    • Company
      Ewing Cole: Digital Media Group

Experience

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

    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