Jack Goodman
Jack Goodman
3D Environment Artist
San Francisco, United States

About

3D Environment Artist with 2 years of experience in the game industry and currently shipping 1 title. Focused on building immersive, real-time worlds in Unreal Engine. Skilled in modular kits, trim sheets, tileable texture creation, implementation, and set dressing. Experienced collaborating in teams, taking feedback, and applying workflows efficiently. Based in San Francisco, open and willing to relocate if needed.

CG Asset Creation for Games, Think Tank Training Center | 2023-2025

Bachelor's of Information Technology, Interactive Multimedia & Design @ Carleton University | 2016-2020

Advanced Applied Arts Diploma, Interactive Multimedia Development @ Algonquin College | 2016-2020

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Skills

Environment Design3D ModelingEnvironment ModelingLightingTexturingGame DesignGame DevelopmentLevel DesignShadersPBR TexturingCharacter RiggingC++High and Low Poly Modeling

Software proficiency

Maya
Maya
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Gaea
Gaea
Marvelous Designer
Marvelous Designer
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
After Effects
After Effects
Photoshop
Photoshop
Mari
Mari
Unreal Engine
Unreal Engine
Unity
Unity
V-Ray
V-Ray

Reel

Experience

  • 3D Environment Artist at Afterburner Studios
    San Francisco, CA, US
    March 2026 - Present

    Developed and implemented 8 character-themed environmental props for an unannounced title using Maya, Houdini, and Unreal Engine 5

    Created modular assets, materials, and textures to support scalable environment production and efficient level-building workflows

    Utilized custom materials and shader systems within Unreal Engine Material Layers and Houdini procedural workflows

    Contributed to level design, greyboxing, world building, environmental storytelling, and set dressing

    Partnered with art, design, and engineering teams to ensure successful asset integration, optimization, collision setup, LOD implementation, and player interaction functionality within Unreal Engine 5

  • 3D Environment Artist at Freelance
    Remote, US
    March 2025 - Present

    Modeled, sculpted, UV-mapped, and textured game-ready assets using Maya, ZBrush, Substance Painter, and Substance Designer

    Built level blockouts and integrated environment assets in Unreal Engine 5

    Created and maintained materials, shaders, and procedural texturing workflows

    Lit environments to support visual storytelling, atmosphere, and player navigation

    Developed environmental animations, VFX, modular kits, trim sheets, decals, and tileable materials

    Optimized assets for real-time rendering through efficient topology, texture management, and performance-focused workflows

  • 3D Environment Artist at Beyond Extent
    Remote, US
    March 2025 - June 2025

    Collaborated with a team of four artists to create a stylized but realistic environment in Unreal Engine within a five-week production schedule

    Served as Team Lead, overseeing task planning, production schedules, team communication, and weekly reviews to maintain project milestones

    Built modular asset kits, trim sheets, and material variations to support efficient world-building and visual cohesion

    Created custom shaders leveraging vertex painting and material blending techniques

    Coordinated version control workflows and contributed to regular art reviews and team feedback sessions

  • 3D Project Coordinator at Snapchat
    San Francisco, US
    July 2021 - October 2023

    Managed end-to-end 3D asset creation projects across a wide client portfolio (Traditional 3D, Photogrammetry, and BYOA)

    Managed and assisted redesign of 3D asset library for internal platform using tools such as Jira, Confluence, Monday, and FTrack

    Created the entire internal Jira and Confluence system across entire department, which tracked data for production analytics

    Trained Outsource 3D Artists by creating original documentation on specific 3D workflows and becoming the main point of contact for asset creation questions

    Facilitated and increased output of internal tool called the Auto Decimation Pipeline by identifying inefficiencies and standardizing workflows

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