Jon Woodman - Environment Artist
C.V. / Resume



Full Name: Jonathan Woodman



I am a graduate 3D artist who has been working professionally in the games industry for five years. I specialise in creating environmental art assets for videogames. Games and the creation of artwork has been a life-long passion, and I feel privileged that I can professionally pursue it. My goals are to continue working in the industry, to keep learning, and to become a better artist. I'm currently living in the United Kingdom.

Commercial Game Development

May 2016-September 2016


I was Enlisted to create a stadium environment for an un-announced IOS/Android title. My responsibilities included the creation of various environments, featuring external lightmap baking. I was responsible for engine scene configuration complete with collision, light probe creation, and occlusion.

I was also tasked with technical artwork such as particle FX creation, and R&D for the current lighting workflow, which included the creation of guide documents for other artists. I also created a series of offline-renders from existing assets for use in marketing and UI, for which I used multi-pass compositing.

September 2015 - March 2016

Dangerous Derk Interactive

I was tasked with the creation of a go-kart complete with various accessories, and a race track environment, alongside a number of other assets for a different project.

May 2015 – July 2015

Liquid Development

I was employed by Liquid as a texture artist to work on a World of Tanks contract.

September 2014 – April 2015

Bolton University - Part-Time Lecturer

I was again employed by Bolton University to teach a Games Art module for 2nd year Games Design students. This time with the addition of a Technical Art module, covering Blueprint, advanced materials, particle systems, event scripting, terrain sculpting, animation, and the camera system.

May 2014 - September 2014

Dangerous Derk Interactive - Environment Artist

I created a variety of environment, clothing, and equipment assets for a next-generation fishing simulator.

January 2014 - April 2014

Simian Squared - Environment Artist

Tasked with the development of prototypes and production art for an unannounced 3D title. I worked with the art director to produce artwork within a stylized visual framework, using their proprietary physically based rendering system.

April 2013 - November 2013

Bolton University - Part-Time Lecturer

I was employed by Bolton University to teach a Games Art module for 2nd year Games Design students. This role tested and expanded my knowledge of both Maya, and 3DS Max.

Aside from my lecturing duties, I worked with senior lecturers to help define and focus aspects of the module, in order to enhance the workflow for both games artists and level designers. Modularity and an iterative design process became a large part of the artifact production process. I created a variety of multi-media course materials, including introductions, tutorials, and guides.


Digital Extremes - Contract Artist

I was contracted to create environment, weapon/item, and vehicle models for Warframe. I was focused on sci-fi, hard-surface objects in three different styles. My work was created by making high-poly, modular assets, and baking those details to maps applied to low-poly, game ready models. I worked from concept art but often had to elaborate or create a solution for a design problem.


Front Edge Marketing - Contract Environment / Compositing Artist

I was tasked with creating 3D scenes for an interactive 'spinning reel' game. I created a number of fully textured and lit, high-poly environments. The scenes were based upon concept art of my own creation. The scenes were rendered in Mental Ray and later composited in Photoshop and After Effects. I was also contracted to complete compositing work on a huge number of After Effects scenes: beautifying flat looking animations using a range of techniques. Eight games were shipped during my employment.


Freelance Environment Artist - Cortex Interactive

 I was responsible for creating concept design drawings, then producing game models from those designs.

This was achieved using a current generation workflow, creating high-poly models and using baking techniques to transfer those details to the low-poly game-ready assets.


- High-poly hard-surface and organic modeling
- High to low poly normal baking workflow
- Texture creation
- Low-poly Modeling
- Efficient UV mapping
- Technical modeling (LODs, collisions)
- Environment design, creation, and lighting
- Traditional Art (drawing, painting, colour and light theory)


- Autodesk 3D Studio Max
- Autodesk Softimage
- Autodesk Maya
- Pixologic Zbrush
- Valve Source Engine
- Unity
- CrazyBump / xNormal
- Quixel NDO/DDO
- Photoshop
- After Effects



BA (Hons) Games Art at Bolton University, 2:1 (first division)


Awards / Other Achievements

Selected by university staff to assist in the training first year students in an ambassador program.

Twice winner of Bolton University's Games Art Summer Competition.

Acted as lead writer for one of the largest Counter-Strike news websites, UK Counter-Terrorist. I managed a team of writers, individually produced hundreds of news items, features, and interviews. I managed a team of four writers to cover large scale events and travelled to competitive events to cover tournament proceedings. During this time I became a staff writer for a number of prominent websites such as AMD Gamer, GotFrag, and Team Fnatic.