Christopher Olson
Christopher Olson
Principal Environment Artist
Wisconsin, United States

Principal Environment Artist & 3D Generalist bringing 10+ years of studio experience across realistic, stylized, sports and fantasy AAA titles (Call of Duty, D&D, WWE 2K). Deep technical expertise in Unreal Engine 5, Blender, 3ds Max, Maya, ZBrush, SpeedTree, Substance Suite, etc. Experienced in establishing modular worldbuilding pipelines, managing performance budgets, and mentoring junior artists. Versatile team leader adept at establishing modular asset workflows, building master shader networks, managing external outsource partners, and maintaining strict engine performance budgets across PC, console, and specialized hardware platforms.

Resume PDF

Skills

Unreal Engine 5Unreal Engine 4Unreal Generalist3D GeneralistUnity EngineAutodesk Maya3ds MaxSubstanceZbrushSpeedtreeAdobe PhotoshopModular Asset CreationWorld BuildingTexturingLightingTeam ManagementPerformance OptimizationColor TheorySenior Environment Artist

Software proficiency

Unreal Engine
Unreal Engine
Blender
Blender
Maya
Maya
3ds Max
3ds Max
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance 3D Sampler
Substance 3D Sampler
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Unity
Unity
Megascans
Megascans
Quixel Mixer
Quixel Mixer
ZBrush
ZBrush
SpeedTree
SpeedTree

Experience

  • January 2026 - August 2026
    Principal Environment Artist at Refactor Games
    US

    As an Environment Artist on the FIFA franchise at Refactor Games, I manage the end-to-end visual pipeline for complex real-time environments—taking levels from early block-outs to final AAA polish. I collaborate closely with Art Directors and Leads to translate real-world stadium references into immersive, high-quality levels while carefully managing architectural, organic, and engine memory budgets. By bridging the gap between art, design, and engineering, I consistently deliver high-end visuals that stay within technical performance limits.

  • April 2025 - January 2026
    Principal Environment Artist at Leartes Studios

    I specialized in building scalable, feature-rich modular kits designed to work across a variety of thematic genres. My technical skillset included creating advanced master shaders, custom PBR material libraries, and dynamic lighting setups to deliver market-ready asset collections. Working closely with distributed teams worldwide, I maintained clear communication and fast iteration pipelines to consistently meet tight deadlines.

  • June 2023 - March 2025
    Senior Environment Artist at Wizards Of The Coast
    Renton, WA

    Working within the Dungeons & Dragons universe, I created high-fidelity organic and hard-surface assets using ZBrush and Substance 3D, and built a versatile modular dungeon system that drove core worldbuilding and narrative layouts. I also managed complex foliage workflows using SpeedTree, integrating all assets into Unreal Engine 5. Alongside my production work, I led daily operations for the environment art team, mentoring junior artists and driving team growth through hiring, interviewing, and onboarding.

  • June 2022 - June 2023
    Principal Environment Artist at Illfonic
    Golden, CO

    On Ghostbusters: Spirits Unleashed and Arcadegeddon, I established high-fidelity visual standards by developing streamlined stylized art workflows in Maya and Unreal Engine 4. I built modular environments that maintained visual consistency across every level while actively mentoring junior artists through regular feedback sessions to improve their modeling and texturing skills.

  • March 2021 - June 2022
    Lead/Senior Environment Artist at Lost Boys Interactive
    Madison

    On WWE 2K22, I led daily environment art production, combining team leadership with hands-on asset creation. I managed schedules, pipelines, and workflows while providing technical guidance to both internal artists and external outsourcing partners. Alongside team oversight, I built high-quality environment assets to ensure consistent visual standards across all deliverables.

  • November 2019 - March 2021
    Senior Environment Artist at Easy Day Studios
    Los Angeles

    On Skater XL, I built photorealistic urban environments with a strong focus on real-world authenticity and grounded worldbuilding. Using 3ds Max, Unity, and Quixel, I created physically accurate models and custom PBR material sets, consistently balancing visual fidelity with strict performance targets across large, dynamic levels.

  • January 2016 - November 2019
    Senior Environment Artist at Outer Limits Gaming
    Bozeman

    Designing for physical casino gaming hardware, I built 3D environments and assets tailored specifically for electronic gaming machines. Collaborating closely with the Art Director, I worked within strict platform hardware constraints to deliver highly optimized visuals that maintained high graphical polish and prioritized player engagement.

  • April 2015 - October 2015
    Contract 3D Artist at Streamline Studios

    As a key artist on Armored Warfare, I specialized in high-precision, hard-surface vehicle production, using 3ds Max, Substance, and Photoshop to model, UV, and texture complex military tanks. Operating within the primary outsourcing studio, I took assets through full production pipelines—ensuring everything strictly met poly-count budgets, Texel density requirements, and PBR standards while consistently hitting tight deadlines.

  • February 2013 - September 2014
    Environment Artist at Raven Software
    Middleton

    On Call of Duty: Ghosts and Call of Duty: Advanced Warfare at Raven Software, I created performance-optimized environments using the Radiant engine, taking levels from initial block-out to final polish. I collaborated closely with Level Designers to ensure worldbuilding directly supported sightlines, player movement, and the franchise’s fast-paced gameplay. Managing memory budgets, geometry density, and texture budgets across complex multiplayer and campaign spaces, I helped deliver high-fidelity visuals while maintaining strict 60 FPS performance targets.