ROBERT LANCASTER
ENVIRONMENT ARTIST
PRODUCTION EXPERIENCE
Star Wars: Hunters
Hardware Rivals (Sony Interactive Entertainment 2015)
Need For Speed: Rivals (GHOST Games 2013)
Need For Speed: Most Wanted Terminal Velocity DLC (Criterion Games 2013)
Need For Speed: Most Wanted (Criterion Games 2012)
Burnout Crash (Criterion Games 2011)
Need For Speed: Hot Pursuit (Criterion Games 2010)
FUEL (ASOBO Studio 2009)
Project Gotham Racing 4 (Bizarre Creations 2007)
EMPLOYMENT HISTORY
Boss Alien 2017 - Present
Principal Environment Artist
Sony Interactive Entertainment 2014 - 2017
Senior Environment Artist
GHOST Games EA 2013 – 2014
World Designer/World Artist
Criterion Games EA 2009 – 2013
World Designer/World Artist
3DCS - Outsource Studio 2007 – 2009
3D Artist
TECHNICAL SKILLS/SOFTWARE
Building environments using Unreal 4
Substance Painter and creating procedural textures in substance Designer
Frostbite 2 Editor / Gamechanger (Criterion In-house Tools) / Maya / Photoshop / Zbrush
Low and High Poly Modelling / Environment Modelling / Texturing / 2D Art and Design
EDUCATION
MA Digital Games - Liverpool John Moores University - 2006
BA (Hons) Set Design - Cleveland College of Art and Design - 2003
Star Wars: Hunters
- Currently principal environment artist on this upcoming mobile shooter from Zynga.
Hardware Rivals (Sony Interactive Entertainment 2015)
- Responsible for the design and construction of several maps using Unreal 4
- Built the major features/geometry for maps and created assets, props, terrain, foliage
- Responsible for lighting and overall visual appearance of several maps
Need For Speed: Rivals (GHOST Games 2013)
- Designed and built open world race tracks using the Frostbite Editor
- Created exciting gameplay which supported the overall game design
- Modelled white box assets and created the accompanying briefs for outsourcing
- Oversaw the completion of several tracks through final art and optimization
Need For Speed: Most Wanted Terminal Velocity DLC (Criterion Games 2013)
- Designed and built white box world for the Most Wanted Airport DLC map
- Pushed the gameplay of Most Wanted to the next level by designing a map that provided extreme air and speed experiences which enabled players to take their cars to the limits
- Worked closely with event designers to ensure we crafted a thrilling player experience for single and multiplayer modes
Need For Speed: Most Wanted (Criterion Games 2012)
- Designed and built large sections of Fairhaven City, creating gameplay for single and multiplayer modes
- Supervised the white box production of multiple tracks and was responsible for the work of several other designers
- Managed the streaming system and ensured that the overall world design was technically correct
- Worked closely with event designers to craft gameplay experiences that supported their requirements
Burnout Crash (Criterion Games 2011)
- I worked with a small art team creating environment art, lighting and vehicles for console and ios versions
Need For Speed: Hot Pursuit (Criterion Games 2010)
- Designed race tracks for this highly acclaimed open world racer
- Textured road surfaces and off-road areas
FUEL (ASOBO Studio 2009)
- Worked as a vehicle artist modelling and texturing a wide variety of post-apocalyptic bikes, cars and quads
Project Gotham Racing 4 (Bizarre Creations 2007)
- Environment artist modelling and texturing real world city environments from photo reference and ground plans
EMPLOYMENT HISTORY
Boss Alien 2017 - Present
Principal Environment Artist
- Star Wars:Hunters (ZYNGA)
Sony Interactive Entertainment 2014 - 2017
Senior Environment Artist
- Hardware: Rivals (SONY)
GHOST Games EA 2013 – 2014
World Designer/World Artist
- Need For Speed: Rivals (EA GAMES)
Criterion Games EA 2009 – 2013
World Designer/World Artist
- Need For Speed: Most Wanted Terminal Velocity DLC (EA GAMES)
- Need For Speed: Most Wanted (EA GAMES)
- Burnout Crash (EA GAMES)
- Need For Speed: Hot Pursuit (EA GAMES)
3DCS - Outsource Studio 2007 – 2009
3D Artist
- FUEL (ASOBO Studio)
- Project Gotham Racing 4 (Bizarre Creations)
- The Club (Bizarre Creations)
TECHNICAL SKILLS/SOFTWARE
Building environments using Unreal 4
Substance Painter and creating procedural textures in substance Designer
Frostbite 2 Editor / Gamechanger (Criterion In-house Tools) / Maya / Photoshop / Zbrush
Low and High Poly Modelling / Environment Modelling / Texturing / 2D Art and Design
EDUCATION
MA Digital Games - Liverpool John Moores University - 2006
BA (Hons) Set Design - Cleveland College of Art and Design - 2003