Aaron Villarreal
Aaron Villarreal
Senior Environment Artist at Bethesda Game Studios
Detroit, Michigan, United States

Summary

Environment Artist at Bethesda.

Previously an Environment Modeling Artist, In-Game Cinematics at Blizzard Entertainment, Arkane Studios, and Raven Software.

Skills

PBR TexturingDigital Sculpting3D Modeling

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
3ds Max
3ds Max
3DCoat
3DCoat
Photoshop
Photoshop
Houdini
Houdini
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Unity
Unity

Productions

    • Video Game
      Call of Duty: Vanguard
    • Year
      2021
    • Role
      Associate Environment Artist
    • Company
      Raven Software
    • Video Game
      Diablo IV
    • Year
      2020
    • Role
      In-game Cinematics Environment Modeler
    • Company
      Blizzard Entertainment
    • Video Game
      World of Warcraft, Shadowlands
    • Year
      2020
    • Role
      In-game Cinematics Environment Modeler
    • Company
      Blizzard Entertainment
    • Video Game
      Sentinels of Freedom
    • Year
      2020
    • Role
      Intern Environment Artist
    • Company
      Underbite Games
    • Video Game
      Disney Frozen Adventures
    • Year
      2019
    • Role
      Intern Environment Artist
    • Company
      Underbite Games

Experience

  • Environment Artist at Bethesda Game Studios
    May 2024 - Present

  • Environment Artist at Arkane Studios
    June 2023 - June 2024

  • Associate Environment Artist at Arkane Studios
    May 2022 - June 2023

  • Associate Environment Artist at Raven Software
    April 2021 - May 2022

  • Environment Modeling Artist, In-Game Cinematics at Blizzard Entertainment
    Irvine
    March 2020 - April 2021

  • Intern Environment Artist at Underbite Games
    Grand Rapids, United States of America
    May 2019 - October 2019

    • Responsible for designing and creating compelling levels for Sentinels of Freedom in Unity, as well as updating existing levels with new assets, textures, and layouts.

    • Responsible for working as an environment artist on an unannounced project through Jam City and Disney.

    • Following technical game engine restraints such as texel density, polycount optimization, and texture optimization.