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

•   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