Kristin Sholler
Kristin Sholler
Lighting Artist at High Moon Studios
Carlsbad, United States of America

Summary

I am an artist with experience in game lighting, environment art, and illustration. I've worked in the games industry since 2011, and have a Master's degree in Interactive Entertainment from FIEA. I've worked at a variety of studio sizes; from small indie studios where I was primarily a generalist and animator, to working in environment and lighting at Electronic Arts, and now as a lighting artist at High Moon Studios.

As I continue to grow in my career, I hope to continue to learn how to create compelling environments and illustrations for the video game and theme park industries.

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Skills

IllustrationEnvironment ModelingLightingPBR TexturingCinematic Lighting

Software proficiency

Illustrator
Illustrator
Maya
Maya
Photoshop
Photoshop
Frostbite Engine
Frostbite Engine

Productions

  • Zombies header logo
    • Video Game
      Call of Duty: Black Ops 4 Zombies
    • Year
      2019
    • Role
      Lighting Artist
    • Company
      High Moon Studios
  • Longshotposter
    • Video Game
      Longshot
    • Year
      2017
    • Role
      Lighting Artist
    • Company
      Electronic Arts
  • Maddennfl18poster
    • Video Game
      Madden NFL 18
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Electronic Arts
  • Pgatour
    • Video Game
      Rory McIlroy PGA Tour
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Electronic Arts
  • Trobo
    • Mobile Game
      TROBO
    • Year
      2015
    • Role
      Illustrator
    • Company
      TROBO
  • Turtletumble
    • Mobile Game
      Turtle Tumble
    • Year
      2014
    • Role
      Generalist artist
    • Company
      Wardrum Studios
  • Gta
    • Mobile Game
      Grand Theft Auto: San Andreas Mobile
    • Year
      2014
    • Role
      Artist
    • Company
      Wardrum Studios
  • Suitsandswords
    • Mobile Game
      Suits & Swords
    • Year
      2013
    • Role
      Animator
    • Company
      n-Space
  • Thoroughbredworld
    • Mobile Game
      Thoroughbred World
    • Year
      2012
    • Role
      Illustrator & UI Artist
    • Company
      ZeeGee Games
  • Woodlandheroes
    • Mobile Game
      Woodland Heroes
    • Year
      2011
    • Role
      Animator, concept artist, environment artist
    • Company
      Row Sham Bow

Experience

  • Call of Duty: Black Ops 4 Zombies at High Moon Studios
    Carlsbad, United States of America
    September 2018 - Present

    Authors fog and sky settings for sun and sky.

    Places reflection and post process volumes.

    Lights exterior and interior levels, with a focus on gameplay, player progression, and story telling.

    Works with fx and environment departments on both visual and performance requirements.

    Optimizes level lighting.

  • Environment Artist at Electronic Arts
    Orlando, United States of America
    November 2017 - Present

    Created whitebox environment layouts for animators and concept paint overs.

    Compiled environment audits for art directors and outsource management.

    Modeled interior and exterior sets in Maya, created textures in Substance Designer, Substance Painter, and Photoshop.

    Imported assets and assembed sets in Frostbite Engine.

  • Lighting Artist at Electronic Arts
    Orlando, United States of America
    January 2017 - August 2017

    Longshot: Madden NFL 18

    - Translated​ ​concept​ ​art​ ​into​ ​cinematic​ ​scenes;​ ​created​ ​mood,​ ​visual​ ​depth,​ ​and​ ​interest​ ​for cinematic​ ​camera​ ​composition​ ​in​ ​the​ ​Frostbite​ ​engine.

    - Lit​ ​cinematic​ ​environments​ ​and​ ​character​ ​lighting;​ ​focused​ ​on​ ​visual​ ​delivery​ ​and performance​ ​optimization.

    - Worked​ ​with​ ​environment​ ​artists​ ​to​ ​ensure​ ​adherence​ ​to​ ​PBR​ ​standards.

    - Performed​ ​optimization​ ​passes​ ​on​ ​all​ ​lighting​ ​scenes​ ​to​ ​ensure​ ​they​ ​were​ ​in​ ​performance.

  • Environment Artist at Electronic Arts
    Orlando, United States of America
    October 2015 - October 2016

    Madden NFL 18

    - Created​ ​swarm​ ​systems​ ​in​ ​Houdini,​ ​and​ ​trained​ ​coworkers​ ​on​ ​workflows.

    - Created​ ​environment​ ​assets​ ​and​ ​PBR​ ​textures​ ​in​ ​Maya,​ ​Photoshop,​ ​and​ ​Substance​ ​Designer.

    - Brought​ ​existing​ ​assets​ ​up​ ​to​ ​PBR​ ​standards​ ​through​ ​texture​ ​and​ ​mesh​ ​modifications.

    Rory McIlroy​ PGA​ Tour

    - Modeled​ ​environment​ ​assets​ ​in​ ​Maya,​ ​pipelining​ ​them​ ​through​ ​Houdini​ ​and​ ​into​ ​Frostbite.

    - Used​ ​aerial​ ​and​ ​ground-level​ ​references​ ​to​ ​recreate​ ​PGA​ ​courses​ ​in​ ​Frostbite.

  • Artist at TROBO
    Orlando, United States of America
    February 2015 - October 2015

    - Led​ ​an​ ​art​ ​team​ ​through​ ​a​ ​project,​ ​from​ ​concept​ ​to​ ​completion.

    - Designed​ ​UI​ ​layout​ ​and​ ​wrote​ ​style​ ​documentation​ ​for​ ​other​ ​artists’​ ​use.

    - Concepted​ ​and​ ​illustrated​ ​storyboards,​ ​environment​ ​assets,​ ​and​ ​props.

    - Created​ ​spritesheets​ ​and​ ​implemented​ ​them​ ​into​ ​the​ ​game​ ​using​ ​XML.

  • QA Artist at Wardrum Studios
    Gainesville, United States of America
    August 2013 - May 2015

    Turtle Tumble:

    - Modeled,​ ​rigged,​ ​and​ ​animated​ ​characters,​ ​accessories,​ ​and​ ​environment​ ​assets​ ​in​ ​Maya.

    - Created​ ​level​ ​assets​ ​in​ ​Maya​ ​and​ ​implemented​ ​into​ ​game​ ​engine.

    Grand Theft​ Auto:​ San Andreas (mobile release):

    - Updated​ ​existing​ ​textures,​ ​created​ ​new​ ​textures,​ ​identified​ ​and​ ​fixed​ ​visual​ ​issues.

  • Animator at n-Space
    Orlando, United States of America
    February 2013 - May 2013

    - Rigged two dimensional characters in 3DS Max.

    - Animated multiple characters with idle, fight, and other animations.

    - Imported animations into Unity.

  • Artist at ZeeGee Games
    Orlando, United States of America
    April 2012 - November 2012

    - Illustrated environment assets and characters.

    - Worked on animation spritesheets for 2d assets.

    - Created UI icons and menus.

  • Artist at Row Sham Bow
    Orlando, United States of America
    September 2011 - March 2012

    - Created concept art for characters, environments, and weapons.

    - Illustrated UI icons and menus.

    - Modeled 3D environment assets and characters.

    - Animated weapons and characters.