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Sergi Lluch
Sergi Lluch
Lead Environment Artist - PUBG Corp
Seoul, South Korea

Summary

I am an experienced and dedicated environment artist working in the videogame industry for over 8 years, with projects released on different platforms, from mobile to PC.

I have a passion for procedural workflows, since it allows my team and me to work more efficiently.

I love the work I do in this field, and I enjoy learning and keeping on track on the new techniques developed for environmental art.

Skills

Rendering3D ModelingDigital SculptingLightingLevel DesignPBR TexturingProcedural Texturing

Software proficiency

3ds Max
3ds Max
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
V-Ray
V-Ray
Photoshop
Photoshop
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
xNormal
xNormal
UVLayout
UVLayout
Substance B2M
Substance B2M
SpeedTree
SpeedTree
mental ray
mental ray
World Machine
World Machine

Productions

    • Video Game
      PlayerUnknown's Battlegrounds
    • Year
      2017
    • Role
      Associate Art Director / Environment Tech Lead
    • Company
      PUBG Corp
    • Mobile Game
      Despicable Me: Minion Rush
    • Year
      2013
    • Role
      Main Environment Artist
    • Company
      Gameloft

Experience

  • Lead Environment Artist at PUBG Corporation
    Seoul, Korea (South)
    November 2021 - Present

  • World Art Tech Team Leader / World Art Director at PUBG Corp
    Seoul, Korea (South)
    June 2021 - November 2021

  • Associate Art Director/Environment Tech Lead at PUBG Corp
    Seoul, Korea (South)
    January 2019 - June 2021

    In this double position, my focus is to manage the work and time of my team, providing feedback and guidance through the different stages of production, from pre-production to QA review. As a lead, I try to keep my team motivated, giving them opportunities to learn and grow as game developers, while ensuring our tasks are produced in time. As an associate art director, I work on creating environments that are unique, memorable, and fun for players. I have level design responsibilities in my unit as well, making sure that the environments we create are easy to navigate and provide different strategies for gunplay.





    My responsibilities include:

    • Art and technical guidelines for artists

    • Team management

    • Task scheduling

    • Work review and feedback

    • Outsourcing management

    • Memory profiling, finding solutions to fix performance bottlenecks

    • Level design

    • Communication with other units, from engineering to marketing

  • Senior World Artist at PUBG Corp
    Seoul, Korea (South)
    March 2017 - January 2019

    During this period, I had more responsibilities on deciding the art direction and level design for our maps. I prepared task lists and guidelines for the team, and took care of the outsourced artists that provided support, giving them tasks and reviewing their work. I also had the chance to supervise new junior artists, mentoring them in the art pipeline, and giving them the time and tools to improve the quality of our work.





    My responsibilities included:

    • Outsourcing management

    • Junior artists mentoring and management

    • Ownership on multiple locations from level design to final environment

    • Review and improvement of the environment shaders

    • Documentation and art guidelines

  • World Level Artist at Bluehole Ginno
    Seongnam, Korea (South)
    July 2016 - March 2017

    In my position on BlueHole Ginno, I work as a world level artist, using the Unreal Engine 4 tools to populate and shape the world we are building. I also have the responsibility of creating and supervising the material library used by all the world artists.

    My responsibilities include:

    -Design and creation of natural and urban environments that are both realistic and interesting for gameplay

    -Creation of a PBR texture library

    -Development of UE4 materials to be used by the art team

    -Creation of modular urban assets

    -Hand sculpt and paint high quality assets

    -Supervision of outsourced assets and textures

    -Documentation and guidelines for freelancers and the art team

  • Environment and Texture Artist at Gameco Studios
    Barcelona, Spain
    January 2016 - April 2016

    I'm doing freelance work for Gameco Studio, an outsourcing videogames company. My duties

    are to deliver game ready assets and environments in the shortest amount of time.

    I was given the responsibility to work on two projects at the same time. My main tasks were focused on creating PBR materials, from weapon assets to environment procedural textures. I also had to model some game models assets, and model and texture a first version of one of the environments for the designers to try the game mechanics.

  • Environment Artist at Gameloft
    Barcelona, Spain
    February 2012 - July 2016

    My position and responsibilities have grown over time at Gameloft. My main objectives were focused around the environment art pipeline, textures and environment assets at first, but after becoming the main environment artist of our team, I took care of level layout, lighting, material and post fx creation.

    My regular responsibilities include:

    -Produce efficient procedural texture assets

    -Hand sculpt and paint high quality texture assets

    -Modeling, digital sculpting, re-topology, and baking

    -Communicate with the design team to fit the environment assets to their needs.

    -Lighting the levels and create optimized lightmaps

    -Modular asset design and construction

  • Environment Artist at Tower22
    Valencia, Spain
    April 2011 - February 2012

    I was responsible of the set dressing of the background for a technical engine demo.

    My regular responsibilities include:

    -Hand paint high quality texture assets

    -Modeling, digital sculpting, re-topology, and baking

    -Material creation on the game engine

    -Optimization tasks