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Krzysztof Teper
Krzysztof Teper
Principal Environment Artist @ Cloud Chamber
Montréal, Canada

Summary

I'm a 3D Environment Artist with 10 years of AAA video game industry experience who is holding a B.A. degree in Graphic Design. I was fortunate enough to work on series such as Borderlands, Gears of War and Infinity Blade. Before my professional career, I had been involved in development of multiple total conversion modifications and multiplayer maps for Source Engine for over 5 years. I'm perfectly comfortable with conducting environment production from scratch to final product including:
- Speed block out & Initial composition
- High to low poly modeling
- PBR Texturing
- Advanced shader setup
- Post-processing & color grading
- Optimizing content for PC, mobile and current generation consoles
I also a have an expertise in creating seamless Virtual Reality experiences by employing technical photography and latest real-time rendering solutions.

Email contact@krzysztofteper.com for rates and availability.

My Store: https://gumroad.com/artexponent

Skills

Level ArtEnvironment ModelingTexturingEnvironment DesignGame Development

Software proficiency

Unreal Engine
Unreal Engine
Maya
Maya
Keyshot
Keyshot
Marvelous Designer
Marvelous Designer
Substance Designer
Substance Designer
Mudbox
Mudbox
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush
World Machine
World Machine
Quixel Suite
Quixel Suite
Knald
Knald
3ds Max
3ds Max
mental ray
mental ray
Modo
Modo
Substance Alchemist
Substance Alchemist
Blender
Blender

Reel

Productions

  • Gears5
    • Video Game
      Gears 5
    • Year
      2019
    • Role
      Senior Level Artist
    • Company
      Microsoft - The Coalition
  • Mkbhvwubivdrovot1ev7
    • Video Game
      Gears of War 4
    • Year
      2016
    • Role
      Senior Level Artist
    • Company
      Microsoft - The Coalition
  • Borderlands the pre sequel
    • Video Game
      Borderlands: The Pre-Sequel
    • Year
      2014
    • Role
      Environment Artist
    • Company
      2K Australia
  • Gears of war judgment
    • Video Game
      Gears of War: Judgment
    • Year
      2013
    • Role
      Environment Artist
    • Company
      People Can Fly / Epic Games

Experience

  • Principal Environment Artist at Cloud Chamber
    Montreal, QC, Canada
    January 2020 - Present

    Working on the new Bioshock title.

  • Co-founder & Creative Lead at Art Exponent
    Vancouver, Canada
    April 2016 - Present

    Curzon Line (PC)

    • Driving creative vision - authoring game design document, working around technical hurdles and smoothing out the player’s experience.

    • Art direction - creating a consistent vision of the world by adapting mood boards, concepts and paintovers. Introducing latest, cutting edge software to the content creation pipeline: Unreal Engine 4, Geoglyph, Speedtree, Megascans, Substance Designer & Alchemist.

    • Environment art - working on procedurally-assisted large scale levels. Ensuring that we achieve the best possible quality on both macro and micro scale while staying within the performance target.

    • Blueprints scripting - creating high-level game systems such as time-of-day, temperature and weather behaviors.

  • Senior Level Artist at The Coalition / Microsoft Vancouver
    Vancouver, Canada
    October 2015 - December 2019

    Gears 5 (XONE, XONE X, Win10)

    • Participating in a full production cycle - pitching, prototyping, producing and polishing environments.

    • Pushing the limits of Unreal Engine 4 while developing fully fledged open world levels.

    • Assisting with new team members onboarding.

    • Mentoring juniors and fresh graduates as well as helping movie industry veterans to adapt to real-

    time workflow.

    Gears of War 4 (XONE, Win10)

    • Building and optimizing environments for Singleplayer experience.

    • Assisting with lighting setups and building shader networks in UE4.

  • Environment Artist at 2K Australia
    Canberra, Australia
    October 2013 - February 2015

    Borderlands: The Pre-Sequel (PC/X360/PS3)

    • Built environments that fit Borderlands' series art direction.

    • Helped with optimization effort for all three target platforms.

    • Created art assets and assisted with outsource management, that includes: logging asset requests, providing feedback and reducing workflow bottlenecks where possible.

    Borderlands: The Pre-Sequel - Claptastic Voyage DLC (PC/X360/PS3)

    • Creative ownership of 3 levels.

    • Assisted with memory and performance optimization across all levels.

    • Global lighting and post-process passes.

  • Environment Artist at People Can Fly / Epic Games
    Warsaw, Poland
    January 2012 - September 2013

    Unreal Engine 4 Showcase

    • Contributed to establishing visual style of samples provided with Unreal Engine 4.

    • Prototyped and built environments.

    • Requested new tools and features that enhanced pipeline, for environment and shader artists, in UE4.

    Gears of War: Judgment DLC (X360)

    • Creative ownership of a multiplayer map for overrun mode - Dreadnought.

    • Maintained environment art as well as some of shader and optimisation effort within the level.

    • Close collaboration with Level Designer. Constant evaluation and iteration on the map's layout and other gameplay aspects.

    Gears of War: Judgment (X360)

    • Handled building, polishing and optimising levels for the Singleplayer campaign.

    • Worked closely with Art Director, Lead Environment Artist and Level Designers to make sure we deliver the best experience possible. The biggest part of my work remains in Chapter 5 – Rooftops.

    • Implemented story telling through the environments.

    • Prepared promotional materials for E3 2012.

  • English-Polish Translator at Teotl Studios
    Remotely
    July 2011 - August 2011

    Unmechanical (PC/iPad2/iPhone4s)

    • Translated the game and promotional materials to Polish.

  • Contract Environment Artist at Black Lion Studios
    Remotely
    July 2011 - October 2011

    Unannounced project

    • Designed and built game environment.

  • Environment Artist at The Farm 51
    Katowice, Poland
    June 2010 - October 2010

    Alien Rage (PC/X360/PS3)

    • Created art assets and shaders for Sci-fi interiors.

    • Built and lit levels with Unreal Engine 3

    Inhumator (Suspended)

    • Designed and built fantasy themed environments.

  • Artist & Designer at TEAR Team
    Remotely
    January 2008 - January 2010

    TEAR (PC)

    • Founded Half-Life 2 total conversion mod.

    • Recruited and management multidisciplinary team of 8 to 15 persons.

    • Established visual identity of project. That includes environments, weapons, characters and collateral designs.

    • Maintained game and level design