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Jason Gullion
Jason Gullion
Senior Environment / Material Artist
Vancouver, Canada

Summary

Vancouver based environment artist working in the games Industry.

I have a focused interest in substance designer to empower my dynamic real time pipelines. With my experience working in AAA, indie, and VR game development I bring a flexible and highly focused series of workflows to teams that share my dedication/passion for game development. I also enjoy Dungeons & Dragons, rpgs, and fantasy literature.

Skills

Environment Design3D ModelingLightingHigh-poly ModelingPBR Texturing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush

Productions

    • Video Game
      FC 24
    • Year
      2023
    • Role
      Senior Material Artist / Environment Artist
    • Company
      Electronic Arts
    • Video Game
      Fifa 23
    • Year
      2022
    • Role
      Senior Material Artist / Environment Artist
    • Company
      Electronic Arts
    • Video Game
      Divine Knockout
    • Year
      2023
    • Role
      Outsource - Lead Environment Artist
    • Company
      ArtsUnited - High Rez
    • Video Game
      Smite
    • Year
      2021
    • Role
      Outsource - Lead Environment Artist
    • Company
      ArtsUnited
    • Video Game
      Mythforce
    • Year
      2022
    • Role
      Senior Environment Artist
    • Company
      Beamdog Studios
    • Video Game
      Godfall
    • Year
      2020
    • Role
      Senior Environment Artist
    • Company
      Dekogon Studios
    • Video Game
      FIFA 20
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Electronic Arts
    • Video Game
      FIFA 19
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Electronic Arts
    • Video Game
      FIFA 18 WC
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Electronic Arts
    • Video Game
      Mech Warrior 5 Mercenaries
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Piranha Games
    • Video Game
      MWO
    • Year
      2016
    • Role
      3D artist
    • Company
      Piranha Games
    • Video Game
      VR: Call of the Star Seed
    • Year
      2015
    • Role
      3D Artist
    • Company
      Cloudhead Games
    • Video Game
      Eon Altar 1-3
    • Year
      2015
    • Role
      3D Artist
    • Company
      Flying Helmet Games
    • Video Game
      Dark Storm: VR missions
    • Year
      2014
    • Role
      Freelance Artist
    • Company
      Fenris Studios

Experience

  • Instructor/Supervisor at Think Tank Training Center
    Vancouver, Canada
    August 2018 - Present

    Duties:

    •Creating online instructional courses for Substance Designer

    •Guiding students through the digital development of their environment portfolios.

    •Developing and understanding industry standard pipelines for instructional purposes.

  • Senior Environment Artist / Shader Artist at Electronic Arts
    Burnaby
    November 2021 - November 2023

    • Environment production and optimization

    • Pipeline standardization and Workflow development

    • Shader and Material Development

  • Lead Environment Artist at ArtsUnited
    Edmonton
    April 2021 - April 2023

    Remote - Contract

    Duties:

    • Environment production and optimization

    • Pipeline standardization and Workflow development

    • Team relations budgeting and communication

    • Clientele communication and relations.

  • Senior Environment Artist at Beamdog Studios
    Edmonton, Canada
    March 2020 - October 2021

    Duties:

    • Texture development for procedural tiles within substance designer for stylized PBR.

    • Level and Worlds development for game production

    • Pipeline development and standardization of industry practices

  • Senior Environment Artist at Dekogon
    Vancouver, Canada
    November 2018 - April 2019

    Remote Contract

    Duties:

    • Texture development for procedural Tiles within Substance designer.

    • Prop and asset development for contracted projects.

    • Coordination with project leads to maintain healthy international schedule

  • Environment / Lighting Artist at Electronic Arts
    Vancouver, Canada
    November 2017 - August 2019

    At EA I work on the development of FIFA titles, scene building, texturing and environment modeling all come into play in a generalist role regarding development for switch. Optimizations for the mobile platform take priority at times, but that serves the challenge of creating great art for AAA productions.

  • Environment Artist at Piranha Games
    Vancouver, Canada
    November 2015 - November 2017

    At Piranha I had the opportunity to really focus on hard surface modelling as I primarily made cockpits for their mech based shooter mwo. Later on in the production I was able to expand my role contributing to environment production on MW5 as well. As my first experience with a large production pipeline Piranha has cemented itself as a key point in my career signifying both cooperation and dynamic performance in a strong team based setting.

  • Environment Artist at Flying Helmet Games
    Vancouver, Canada
    September 2014 - November 2015

    FHG was my first experience working in a game studio. Previous freelancing experience couldn't hold the torch to being apart of the team and working together to create an associated product. While at FHG I had the opportunity to create the majority of the environments for Eon Altar and was even fortunate enough to work in VR for a time contributing to Call of the Starseed. In these roles I fell in love with substance designer as a production asset, and its stuck with me since.

  • Freelance Artist at Fenrir Studios
    Vancouver, Canada
    August 2014 - January 2015

    After my graduation I worked for a period of time remotely with Fenrir studios on a vr demo for their tactical shooter Dark storm. On the project I created a variety of assets including statues, buildings, and interiors. When tasks at Flying Helmet games grew more demanding I had to step away from the project, but it was an perfect introduction to the games industry.

  • Graphic Designer at Athabasca Advocate
    Athabasca, Canada
    November 2011 - September 2012

    At the advocate I was responsible for Advertising development, communication with clients, and organization of print layout for distribution.

    As my first introduction to digital production the roots of my career and my fundamentals were developed here. It really took off from this point as I discovered the potential for 3D.