Michael Fuller
Michael Fuller
3D Artist
Beaverton, United States

Skills

3D ModelingDigital SculptingLow-poly ModelingTexturingUV MappingGame DevelopmentRetopologyHigh-poly ModelingWorld BuildingKitbashingPBR TexturingTexture Baking

Software proficiency

3ds Max
3ds Max
Maya
Maya
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
TopoGun
TopoGun
Unity
Unity
Blender
Blender
Quixel Suite
Quixel Suite
Keyshot
Keyshot
After Effects
After Effects
Handplane
Handplane
xNormal
xNormal
mental ray
mental ray

Productions

    • Video Game
      Suicide Squad: Kill the Justice League
    • Year
      2024
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Metroid Prime Remastered
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Crackdown 3
    • Year
      2019
    • Role
      Environment Artist and World Builder
    • Company
      Liquid Development
    • Video Game
      Call of Duty: Black Ops 4
    • Year
      2018
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Firewall: Zero Hour
    • Year
      2018
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Rime
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Doom
    • Year
      2016
    • Role
      Texture Artist
    • Company
      Liquid Development
    • Video Game
      Halo 5
    • Year
      2015
    • Role
      Texture Artist
    • Company
      Liquid Development
    • Video Game
      Evolve
    • Year
      2015
    • Role
      Texture Artist
    • Company
      Liquid Development
    • Video Game
      World of Tanks
    • Year
      2015
    • Role
      3D Artist
    • Company
      Liquid Development

Experience

  • Digital Asset Manager at Nike
    BEAVERTON, US
    August 2021 - Present

    Developed the infrastructure and workflows inside of a project management software

    Built and managed an intake form to track our projects and reports

    Worked with cross functional teams to develop workflows and asset standards

    Oversaw a Perforce server that facilitates an Unreal Engine pipeline

    Collaborated with engineers to create tools that support an asset pipeline

    Ensured the integration of data from a PLM to a project management software to support project teams

  • 3D Artist at Liquid Development
    Portland
    November 2014 - August 2021

    Managed a team of artists in the creation of AAA quality assets

    Provided feedback and direction on game ready assets to ensure overall quality and maintain a consistent style

    Created high quality game ready assets, from highpoly modeling to game engine integration, for AAA games.

    Worked within a variety of game engines to create large scale environments, while maintaining game performance