Mike Jasoni
Mike Jasoni
Senior Environment Artist for Games
New Jersey, United States

Summary

I just want to make games and have fun doing it!
Building and playing games is my favorite thing in the world. I love games with stylized art, rich visual story-telling, and gameplay that's both fun to play and develop. I've been working as an artist in games for about 16 years now, I really enjoy designing pretty compositions, exploring with shapes, color, mood and atmosphere. I also obsess over workflow, asset creation pipelines, and keeping projects clean and optimized.

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Skills

3D ModelingTexturingWorld BuildingLighting3D AnimationRiggingArt Direction

Software proficiency

Blender
Blender
Unity
Unity
Unreal Engine
Unreal Engine
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
ZBrush
ZBrush

Productions

    • Video Game
      Neon White
    • Year
      2022
    • Role
      Senior Environment Artist
    • Company
      Little Flag
    • Video Game
      Maquette
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Graceful Decay
    • Video Game
      War Commander: Rogue Assault
    • Year
      2015
    • Role
      3D Artist
    • Company
      Kixeye
    • Video Game
      Tome: Immortal Arena
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Kixeye

Experience

  • Art Director / Art Lead (Remote contract) at Graceful Decay
    US
    June 2023 - Present

    Currently working on Graceful Decay's second unannounced title with Annapurna.

  • Senior Environment Art Generalist at Artie
    February 2022 - May 2023

    - Establish environment art pipeline for HDRP and URP in Unity

    - Modeling, texturing, rigging, animation, lighting and FX for environments.

    - Document and maintain environment art standards, workflows and best practices

  • Environment Artist on Neon White (Remote contract) at Little Flag
    July 2021 - April 2022

    - Added art to many levels that were still in graybox

    - Lots of iteration on atmosphere, lighting, skyboxes and post processing

    - Created all new environment shaders, materials and textures throughout the whole game

    - Some modeling and texturing to create new art kits and update/optimize existing kits

  • Senior Environment Artist on Maquette (Remote contract) at Graceful Decay
    Philadelphia, United States of America
    May 2019 - May 2021

    - Level Blockout, modeling, texturing, rigging and animations.

    - Contributed to some concepting, shader look-dev, FX and set dressing

    - Worked with engineers and graphics programmers to polish and optimize art across the game.

    - Established and maintained source art repo

  • Senior 3D Artist at N3TWORK
    San Francisco, United States of America
    September 2018 - April 2019

    - Modeling, texturing, lighting, rigging, animation

    - Develop pipelines for environments, characters, and 3D UI elements

    - Work with engineers to develop tools and art-feature functionality

    - Create style guides and workflow documentation

    - Work with outsourcers to deliver all final in-game 3D assets

  • Senior 3D Artist at Kixeye
    San Francisco, United States of America
    February 2017 - September 2018

    - Establish and maintain the quality bar for Environments, Units, Buildings, Animation and VFX

    - Research and develop best practices to maximize efficiency and game performance

    - Create style guides and workflow documentation for Environments and game play assets

    - Work with Tech Artists and engineers to create tools and optimize art pipelines

    - Communicate with Project managers to set and meet deadlines

  • 3D Artist at Kixeye
    San Francisco, United States of America
    February 2012 - February 2017

    - Collaborate with concept artists to establish visual style

    - Create and implement game-ready assets for characters, vehicles, and environments

    - World building, develop game levels in iterative phases

    - Produce high-res models for in-game portraits and splash art

    - Work with Tech Artists and engineers to create tools and optimize art pipelines

  • 3D Art Director at Concept Art House
    San Francisco, United States of America
    May 2011 - January 2012

    - Work with clients to determine 3D art style and deadlines

    - Create vertical slice for in-game assets and establish art pipeline

    - Provide visual direction to artists based on client feedback

    - Deliver final game-ready assets for a variety of game platforms

  • 3D Artist (contract) at Concept Art House
    San Francisco, United States of America
    January 2011 - April 2011

    - Character and environment modeling/texturing

    - Character animation + animation retargeting

    - Deliver art tests to acquire clients

  • 3D Animator (Contract) at Cinematico
    San Francisco, United States of America
    November 2009 - December 2010

    - Motion capture clean-up

    - Creature and character animation for film and games