Sean Ian Runnels
Sean Ian Runnels
Senior Prop Artist at Turtle Rock Studios
Irvine, CA, United States of America

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Skills

Digital SculptingLow-poly ModelingUV MappingHigh-poly ModelingPBR TexturingTexture BakingVisual Scripting

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
xNormal
xNormal
Quixel Suite
Quixel Suite
CRYENGINE
CRYENGINE

Productions

  • Mv5bmzdhnthjyzetmdrmni00mmy2lwjkmwitzwuzy2zjotcwotqyxkeyxkfqcgdeqxvymzy0mte3nzu . v1
    • Video Game
      Days Gone
    • Year
      2019
    • Role
      Senior Environment and Lead Prop Artist
    • Company
      Sony Bend Studio
  • Lone echo store cover art landscape 2560x1440
    • Video Game
      Lone Echo
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Ready at Dawn
  • Movinghazard banner
    • Video Game
      Moving Hazard
    • Year
      2016
    • Role
      3D Artist
    • Company
      Illfonic
  • 6sagrtq 1
    • Video Game
      Star Citizen
    • Year
      2016
    • Role
      3D Artist
    • Company
      Illfonic
  • Armoredwarfare
    • Video Game
      Armored Warfare
    • Year
      2015
    • Role
      3D Artist
    • Company
      Illfonic
  • Sonicboom
    • Video Game
      Sonic Boom: Rise of Lyric
    • Year
      2014
    • Role
      3D Artist
    • Company
      Illfonic
  • Ro2 boxfront west pr noscale
    • Video Game
      Red Orchestra 2
    • Year
      2011
    • Role
      3D Artist
    • Company
      Tripwire Interactive
  • 2013infectedwars
    • Mobile Game
      2013 Infected Wars
    • Year
      2013
    • Role
      Designer
    • Company
      Action Mobile Games

Experience

  • Senior Environment and Lead Prop Artist at Sony Interactive Entertainment: Bend Studio
    Bend, United States of America
    October 2017 - Present

    • Led a team of environment and prop artists.

    • Created highly polished game assets for gameplay, cinematics, and environments.

    • Closely collaborated with concept, design, and animation.

    • Helped to establish and maintain both aesthetic quality and technical performance standards for content.

    • Provided feedback and mentorship to other artists on the team, as well as reviews and critiques for external prop artists.

    • Collaborated with tools and engine teams to continually improve upon workflows and technology.

    • Helped research new art production techniques and standards.

    • Crafted the development process and methodology for the art team.

    • Assisting management with tracking progress, ensuring quality of the product, and milestones are met.

  • Independent 3D Artist at Dekogon Studios ltd
    August 2017 - Present

    Member of Dekogon Studios ltd, an Independent artist collective.

  • Freelance 3D Artist at Immersive Entertainment
    Irvine, United States of America
    July 2017 - September 2017

    Freelance 3D Artist for unannounced VR project.

    • Modeled natural environmental assets

    • Set dressing and layout

    • Optimizations

    • Materials

  • Environment Artist at Ready at Dawn
    Irvine, United States of America
    August 2016 - September 2017

    Environment Artist on Lone Echo (Oculus)

    I was primarily responsible for the first level of the game and multiplayer.

    • Modeled environmental architecture

    • Set dressing and layout

    • Optimizations

  • Freelance 3D Artist at Groove Jones
    Dallas, United States of America
    June 2016 - July 2016

    American Horror Story Fearless VR Experience (Vive)

    Modeled environmental architecture and props

    Created the first person bodies along with the textures and materials

  • 3D Artist at Illfonic
    Denver, United States of America
    January 2014 - April 2016

    Friday 13th: The Game (PC)

    Setup materials and textures for characters with PBR workflow

    Moving Hazard (PC)

    Modeled and textured environmental hero assets

    Setup materials and textures for multiple characters

    Star Citizen (PC)

    Created several modular architecture kits for set dressing

    Handled set dressing, lighting, and optimizations of levels

    Modeled high-to-low poly hero assets with PBR workflow

    Responsible for creating destructible assets

    Sonic Boom: Rise of Lyric (Wii U)

    Primary environment artist responsible for several levels

    Responsible for level design, intro cinematics, set dressing, lighting, gameplay scripting and optimizations for console

    Armored Warfare (PC)

    Modeled high-to-low poly modeling and texturing of environment assets

  • Freelance 3D Artist at Tripwire Interactive
    November 2013 - December 2013

    Red Orchestra 2/Rising Storm (PC)

    Responsible for modeling and texturing hero assets specifically for a new game mode

  • Designer at Action Mobile Games
    October 2012 - August 2013

    2013 Infected Wars (Mobile)

    Oversaw general level flow, encounter scripting, objectives and the design of the final boss