Hugh Trombley
Hugh Trombley
Environment Artist
Bay Area , United States of America

About

My name Hugh, I'm a 3D Artist and Game Designer residing in Los Angeles. I have developed and worked in Unity and Unreal 4. My strengths are Hard Surface modeling and Texture/Shader work. I constantly look for ways to improve my techniques and workflow. I’m a reliable team member and strong and manageable leader. I am patient thorough when it comes to problem solving.

Skills

Character ModelingEnvironment ModelingLow-poly ModelingHard Surface Modeling3D AnimationPhotographyArt DirectionGame DesignGame DevelopmentTexturingLightingPBR Texturing

Software proficiency

ZBrush
ZBrush
Maya
Maya
xNormal
xNormal
3ds Max
3ds Max
Substance Designer
Substance Designer
Marvelous Designer
Marvelous Designer
Knald
Knald
Unity
Unity
Unreal Engine
Unreal Engine
Photoshop
Photoshop
Github
Github
Quixel Suite
Quixel Suite
Substance Painter
Substance Painter
Arnold
Arnold
Substance B2M
Substance B2M

Productions

  • Call of duty infinite warfare possible new art 1
    • Video Game
      Call of Duty: Infinite Warfare
    • Year
      2016
    • Role
      Associate Technical Artist
    • Company
      Infinity Ward

Experience

  • Associate Technical Artist at Sledgehammer Games
    Foster City, United States of America
    October 2016 - December 2016

  • Associate Technical Artist at Infinity Ward
    Woodland Hills, United States of America
    July 2016 - October 2016

    Worked on Call of Duty Infinite Warfare. Maintained PBR Correctness for bulk of world materials used within the production. Maintained disc space by modulating and consolidating textures and meshes used with priority levels.

  • Environment Artist at Habitat Studios
    Los Angeles, United States of America
    July 2015 - July 2015

    Worked on creating assets and textures for a game cinematic for an unannounced game project. Also did level design based on an animatic for two separate levels.

  • Texture and Material Artist at Razor Edge Games
    Remote, United States of America
    July 2015 - April 2016

    Create PBR Texture (Albedo, Metallic, Roughness, AO, Normal and Height maps) and materials from varying given base textures ranging from diffuse and normal maps and 3D models with strict texture resolution budgets.

  • Game Development at Game Wizards
    Santa Monica, CA, United States of America
    October 2013 - February 2015

    A Game Production group at the Art Institute of California- Los Angeles. Under Game Wizards, I have worked mostly as a Team and Art Lead for 3 game productions; Zombie Bro-Hipster Apocalypse, Everybody Gets One and UnMasked. On those projects I have worked through different workflows, participated in Scrum and taken on different positions in the team. From a Character Artist and Animator to an Enviornment artist and Level Designer.