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Jeremy Graves
Jeremy Graves
The Kibble must flow ...
Lincoln, Ca, United States

When I was a wee-lad, video games always captivated my imagination. My game development journey began as an amateur Level Designer, making community content for Unreal Tournament. In time and with a bit of luck, I eventually turned that hobby into a career, and ever since then it's been a constant pursuit of learning. Always evolving and looking for new ways to express my passion for creating environments. The journey continues... and I just feel fortunate to be able to keep pursuing my passion for creativity and art.

Skills

Environment DesignRendering3D ModelingLightingGame DesignPhotographyLevel DesignPBR TexturingTexture Baking

Software proficiency

Photoshop
Photoshop
ArtRage
ArtRage
ZBrush
ZBrush
Unreal Engine
Unreal Engine
3ds Max
3ds Max
Maya
Maya
Mixer
Mixer
Marmoset Toolbag
Marmoset Toolbag
Megascans
Megascans

Productions

    • Video Game
      Wildstar
    • Year
      2014
    • Role
      Sr. World Artist
    • Company
      Carbine Studios
    • Video Game
      World of Warcraft: Wrath of the Lich King
    • Year
      2009
    • Role
      Dungeon / City Artist
    • Company
      Blizzard Entertainment
    • Video Game
      World of Warcraft: The Burning Crusade
    • Year
      2007
    • Role
      Dungeon / City Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Unreal Tournament 2004
    • Year
      2004
    • Role
      Additional Level Design
    • Company
      Epic Games
    • Video Game
      Thief: Deadly Shadows
    • Year
      2004
    • Role
      Designer / Level Designer
    • Company
      Ion Storm Austin
    • Video Game
      Deus Ex: Invisible War
    • Year
      2003
    • Role
      Additional Level Design
    • Company
      Ion Storm Austin

Experience

  • Sr. World Artist at Carbine Studios
    Aliso Viejo, Ca, United States of America
    July 2009 - January 2013

    As a World Artist, I was responsible for liaising with design to determine, sculpt, and prop terrain layouts to address and support gameplay needs. It was also my responsibility to apply and blend terrain textures, as well as vertex painting zone-specific stylized coloring overlays. Finally, I placed all exterior assets and props into cohesive and visually engaging compositions to serve both artistic and design needs.

  • 3D Artist at Blizzard Entertainment
    Irvine, Ca, United States of America
    January 2005 - October 2009

    At Blizzard design is shared amongst all disciplines, so I was able to contribute many ideas in various areas of the games' overall design. My day to day responsibility, however, was mostly focused on collaborating with Dungeon Design, World Design/Art to model, prop, texture and light the architecture and layouts for the various Dungeons, Cities, and Cultural building kits that make up the game world.

  • Designer / Level Designer at Ion Storm Austin
    Austin, Tx, United States of America
    May 2000 - October 2004

    My role at Ion Storm was split between designing and brainstorming core gameplay mechanics, story and systems, in addition to design, implementation, and ownership of multiple custom levels in the game.

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