Simon Pawlak

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Associate Environment Artist - Sledgehammer Games             Foster City, CA                                 March 2016 - Present

Games: Call of Duty: WW2, DLC 1: The Resistance, DLC 2: The War Machine, DLC 3: United Front, DLC 4: Shadow War

•   Managed a team of 4 enviroment artist on a DLC map from start to finish;  I worked with the Art Director, Level Designer, Lighting, Tech and VFX team to ensure that the level was finished on time and with the highest quality. 
•    Work closely with art director, environment artists and designers
•    Create, edit, and optimize realistic detailed 3d environments
•    Understand the requirements and constraints of the game design, engine and platform – creatively solve challenging budget and technical limitations to ensure effective implementation of evocative environments
•    Create a variety of models (structures, terrain, props) from photo reference and concept
•    Communicate and collaborate effectively with the development team
•    Quickly learn and adapt to new tools, processes, and pipelines
•    Set dressing environments
•    Made proxy models/Ref sheets for Outsocuring Studios, as well as worked with Outsourcing manger to ensure that models were returned at a high quality bar. 

Associate Artist - NetherRealm Studios                                        Chicago, IL                                        August 2014 - May 2015

Games: Injustice iOS & Android, Mortal Kombat Mobile iOS & Android

  • Modeled and Textured Assets

  • High to Low Poly modeling and baking

  • Repurposing assets and characters to fit mobile game guidelines and efficiency

  • Creating textures, diffuse, normal, specular, emissive and reflective maps

  • Texture atlasing to produce efficient textures to be used by multiple meshes

  • Combining mesh groups, while removing unneeded polys

  • Optimizing meshes, uvs and lightmaps

  • Enhancing character models and textures received from out sourcing

  • Worked with senior artist to construct levels, lighting, packages, materials and make improvements where needed through the game design pipeline

Intern - Full Sail University                                                               Winter Park, FL                                July 2014 – August 2014

  • Assisted Course Director

Technical Skills:

  • High/Low poly modeling

  • Creating efficient UV Layouts

  • Generating Maps for Textures

  • Photo-Sourced Texturing

  • Physically Based Texturing

  • UDK Engine (Importing, placing, lighting, decals, materials, packages)

  • Knowledge of the Game Development Pipeline

  • Quick to learn new software and tools.


  • Engines:

    • Radiant

    • Unreal Engine 4

  • Art assets creation:

    • Maya

    • Photoshop

    • Zbrush

    • Substance Painter

    • Substance Designer

    • Quixel Suite

    • xNormal

    • CrazyBump

    • Simplygon

    • Perforce

    • Marvelous Designer

    • Marmoset 


Bachelor of Science: Game Art                                           2012-2014

Full Sail University   Winter Park, FL

Awards and Achievements

Advanced Achiever                Full Sail University                June 2014