John Valenti
John Valenti
Lead Level Artist at Bethesda Game Studios
Maryland, United States

Lead Level Artist at Bethesda Game Studios

Skills

World BuildingSet DressingStorytellingEnvironment DesignEnvironment Modeling3D ModelingProp ModelingTexturingTeam ManagementProduction

Software proficiency

3ds Max
3ds Max
Blender
Blender
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Quixel Suite
Quixel Suite
Photoshop
Photoshop
Marvelous Designer
Marvelous Designer

Productions

    • Video Game
      Starfield
    • Year
      2023
    • Role
      Lead Set Dressing Artist
    • Company
      Bethesda Game Studios
    • Video Game
      Fallout 76
    • Year
      2018
    • Role
      World Artist
    • Company
      Bethesda Game Studios
    • Video Game
      Fallout 4: All DLC's
    • Year
      2016
    • Role
      World Artist
    • Company
      Bethesda Game Studios
    • Video Game
      Fallout 4
    • Year
      2015
    • Role
      World Artist
    • Company
      Bethesda Game Studios
    • Video Game
      Devil's Third
    • Year
      2015
    • Role
      Contract Prop Artist
    • Company
      Streamline Studios
    • Video Game
      inMomentum
    • Year
      2013
    • Role
      Environment/Prop Artist
    • Company
      Digital Arrow
    • Video Game
      Warm Gun
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Emotional Robots Inc.

Experience

  • Lead Level Artist at Bethesda Game Studios
    Rockville, Maryland, US
    September 2014 - Present

    • World Building

    • Set Dressing

    • Environment Design

    • Navmesh

    • High and Low poly prop creation

    • High poly to Low poly map extraction (Normal, Diffuse, Specular, Gloss/Roughness, Metalness)

    • Next-Generation Pipeline using Physically based rendering, etc.

  • Environment Artist at Crytek (USA)
    Austin, Texas, US
    January 2014 - September 2014

    My responsibilities on the video game Hunt: Horror of the Gilded Age included:

    • World Building

    • Environment/Level Design

    • Asset Optimization

    • High and Low poly prop creation

    • High poly to Low poly map extraction (Normal, Diffuse, Specular, Gloss/Roughness, Metalness)

    • Next-Generation Pipeline using Physically based rendering, etc.

  • Texture Artist at Game Textures
    Remote
    July 2012 - January 2014

    I worked closely with Tanner and the Game Textures team - www.gametextures.com - to create high quality, game-ready, tiling textures for video games.

    • Create High quality, Tiling Textures that can be used in video games.

    • Use High poly modelling to extract textures from (AO,Normals, Cavity, etc)

    • Use nDo2 to create normal maps.

    • Texture Design.

  • Freelance 3D Artist at Freelance 3d Modeller (self-employed)
    Remote
    January 2012 - January 2014

    Work with various different clients to create high-quality assets for their projects, other responsibilities included:

    • Create props for Mobile, PC, and Console games.

    • Create levels for or Mobile, PC, and Console games.

    • Create tiling textures and texture objects for Mobile, PC, and Console games.

  • Contract Prop Artist at Streamline Studios
    Remote
    March 2013 - April 2013

    My responsibilities as freelance for the game Devil's Third Included:

    • Prop creation

    • High poly to low poly map extraction (AO, Normal, Diffuse,Specular)

    • Optimization of assets

    • Close communication with Art Director

  • Environment Artist at Emotional Robots Inc.
    Remote
    October 2011 - May 2012

    My responsibilities on the video game Warm Gun included:

    • Optimization of Assets for Mobile Platforms

    • Creation of Low poly models

    • World Building

    • Navmesh Creation

    • High poly to low poly map extraction (AO, Normal, Diffuse, Specular)

  • Environment/Prop Artist at Digital Arrow
    Remote
    April 2011 - October 2011

    My responsibilities on the video game inMomentum included:

    • Asset Creation

    • High and Low poly prop creation

    • High poly to low poly map extraction (Normal, Diffuse, Specular, Gloss)

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