Jennica Derksen
Jennica Derksen
Senior Environment Artist at Retro Studios
Austin, United States

Summary

For the past decade I have been lucky enough to get to make awesome props and environments for AAA video games. I currently live in Austin, Texas working as a senior environment artist at Arkane Studios.

When not camped in front of my computer I enjoy watching movies where things blow up, listening to old time radio shows, reading hard-boiled detective novels, and planning for the eventual zombie apocalypse.

Resume PDF

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Skills

Hard Surface ModelingDigital SculptingWorld BuildingLightingProcedural TexturingPBR TexturingStorytelling3D ModelingUV MappingLow-poly ModelingHigh-poly ModelingHand Painted TexturesTexture Baking

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Marvelous Designer
Marvelous Designer
Photoshop
Photoshop
Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
Marmoset Toolbag
Marmoset Toolbag
World Machine
World Machine
Quixel Suite
Quixel Suite
NDO
NDO
DDO
DDO
xNormal
xNormal

Productions

  • Prey mooncrash
    • Video Game
      Prey: Mooncrash
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Arkane Studios
  • Wolfenstein 2 cover box art
    • Video Game
      Wolfenstein II: The New Colossus
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Arkane Studios
  • Prey cover
    • Video Game
      Prey
    • Year
      2017
    • Role
      Level Architect, Environment Artist
    • Company
      Arkane Studios
  • Warframe
    • Video Game
      Warframe
    • Year
      2013
    • Role
      3D Artist
    • Company
      Digital Extremes
  • Halo 4
    • Video Game
      Halo 4 DLC
    • Year
      2012
    • Role
      3D Artist
    • Company
      Digital Extremes
  • Darksiders ii
    • Video Game
      Darksiders II
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Vigil Games
  • Thor god of thunder
    • Video Game
      Thor: God of Thunder
    • Year
      2011
    • Role
      Contract Environment Artist
    • Company
      Liquid Entertainment

Experience

  • Senior Environment Artist at Arkane Studios
    Austin, United States of America
    July 2018 - Present

    Collaborated with the architect team to bring 3D concepts and gray box block outs to final game ready art. This included sculpting hero assets as well as creating tileables and laying out trim sheets for efficient kit-bashing. Developed and maintained a stylized Substance library of materials, tools and generators for other in house and outsource artists to use in an effort to promote pipeline efficiency as well help standardize our material look and feel. Mentored junior artists and created documentation to help clarify the asset production process for new hires and outsourcing teams.

  • Level Architect at Arkane Studios
    Austin, United States of America
    April 2015 - July 2018

    Responsible for designing and building a FPS level and maintaining it until release. This included finding visual reference, prototyping and iterating on level geometry, creating high fidelity asset proxies, set dressing as well as performance tracking and level debugging. Partnered with the design team to execute game ideas and to realize narrative and game play intention.

  • 3D Artist at Digital Extremes
    London, Canada
    September 2012 - March 2015

    Kitbashed and sculpted various assets for Warframe from concepts or my imagination. Generated alternate texture variants for existing assets and made existing textures compatible with our system of color tinting in the engine. Arted out modular rooms; completing structural, prop, lighting and effect passes. Created armor skins and the Ricochet Armor for the Halo 4 Champions DLC.

  • Associate Environment Artist at Vigil Games
    Austin, United States of America
    June 2010 - June 2012

    Collaborated with designers to bring blue room dungeon layouts to art alpha. Tasked with structural, propping, lighting and effects passes. Modeled high and low poly assets, hand painting texture maps. Kit-bashed new assets out of existing textures and models. Performed optimization passes and hunted bugs.

  • Contract Environment Artist at Liquid Entertainment
    Pasadena, United States of America
    May 2010 - June 2010

    Supported the art team by identifying and fixing bugs, creating collision meshes and setting up materials in Unreal for the console game Thor: God of Thunder.

  • Art Intern at Spark Unlimited
    Sherman Oaks, United States of America
    October 2009 - December 2009

    Provided support to the environment art team for an unreleased 3rd person action console title, modeling and texturing assets as needed to further the look and feel of the level. Performed set dressing passes of both urban interior and outdoor environments.

  • Environment Art Intern at Neverdie Studios
    Los Angeles, United States of America
    July 2009 - September 2009

    Created and textured assets for the Rocktropia planet in the Entropia MMO Universe with special attention given to poly optimization and the use of tiling textures. Imported models into the CryEngine 2 editor and created materials. Cleaned up and re-textured outsourced models.