Resume
Sarah Tempas
Environment Artist
sarah@sarahtempas.com
|| Download .pdf ||
Professional Experience:
Highwire Games | Seattle, WA | Sept 2018 - Jan 2025
www.highwiregames.com
|| Environment Artist: Tasked with multiple duties and worked closely with other disciplines to achieve many environment goals. Created assets such as modular building elements, building floorplans, realistic props, and textures. Also tasked with worldbuilding interiors and exteriors, including natural environments and building sites. Worked closely with other artists on many tasks such as building/propping layouts and large outdoor environments, as well as programmers to achieve goals such as a clothesline system for use in game to add interest to environments. Learned Marvelous Designer to create more realistically draped items such as pillows and sheets to add to the realism and lived-in nature of the game world. Utilized a PBR workflow, using Maya, Substance Painter and Designer, and Unreal Engine.
Undead Labs | Seattle, WA | Apr 2017 - Jun 2017
www.undeadlabs.com
|| Environment Artist: Short term contract artist through Yoh and Microsoft. Assisted buildings team; mainly tasked with applying textures and decals to existing buildings and creating variants. Added or adjusted detail to buildings as needed. Also adjusted some PBR tesxtures using Substance Designer, as well as created a couple variants. Created assets and textures using Maya and Substance Painter for use in game.
Zenimax Online Studios | Hunt Valley, MD | Mar 2011 - Jan 2017
www.zenimaxonline.com
|| Environment Artist: Worked on environment spaces for AAA title The Elder Scrolls Online. Created biome assets and associated textures for zones and expansions Thieves Guild, Dark Brotherhood, and Morrowind. For base game and previous expansions and zones worked closely with other artists, level designers, and content designers to world build objective spaces and wilderness areas throughout game. Required to sculpt and paint terrain, as well as create lighting and some environment settings for objectives. In addition, helped other world builders to optimize and bring objectives and world spaces into proper metrics. Also utilized some level design skills as well as asset creation and optimization as placeable fixtures within the world.
Vigil Games | Austin, TX | Sept 2008 - Mar 2011
|| Environment Artist: Worked on unreleased MMO title based on the Warhammer: 40,000 universe. Tasked with creating props and textures for use in game, and working closely with other artists and designers when needed. Also have experience creating architectural elements for use in modular world creation. Also tasked with world building as well as terrain sculpting and painting. Prior I worked on AAA title Darksiders, addressing various art issues and working closely with other Environment Artists on the creation, optimization, and placement of assets. Also, I created a lot of collision.
Electronic Arts, Inc. and SCAD Studio | Savannah, GA | 2007
www.ea.com
|| Digital Artist: Selected to create 3D assets in Maya for publication in Madden '09 for Electronic Arts. Work with EA production artists, art directors, and SCAD faculty in professional production studio.
Software Skills:
Autodesk 3DStudio Max & Maya; Pixologic ZBrush; Epic UnrealEd; Adobe Photoshop; Allegorithmic Substance Painter and Substance Designer; xNormal; Quixel's NDO & DDO; Crazybump
Titles:
Elder Scrolls Online (2014, PC; 2015, XBox One, PS4)
Warhammer 40K: Dark Millenium Online (PC, unreleased)
Darksiders (2010, Xbox 360, PS3)
Education:
Savannah College of Art and Design (SCAD) | Savannah, GA | March 2008
B.F.A. Interactive Design and Game Development