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Rob Beddall
Rob Beddall
Senior / Lead Environment Artist / Generalist
Chesterfield, United Kingdom

Summary

Almost 20 years working as a professional artist in the games industry and still a massive games enthusiast.
When I'm not working on personal projects in my down time, I'll be learning the latest techniques and best practices to keep on top of my craft as required by the games industry. When I'm not learning, I can be found "researching" the latest techniques used in games... while playing them... it's the only way to be sure ;)

Skills

3D ModelingEnvironment ModelingHigh-poly ModelingLow-poly ModelingHard Surface ModelingProp ModelingCharacter ModelingVehicle ModelingWeapon ModelingTexture BakingPBR TexturingTexturingShadersLevel DesignLighting3d artGame DesignGame Development

Software proficiency

Maya
Maya
Modo
Modo
3DCoat
3DCoat
Substance 3D Painter
Substance 3D Painter
Substance B2M
Substance B2M
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Unity
Unity
Photoshop
Photoshop
ZBrush
ZBrush
Quixel Suite
Quixel Suite
xNormal
xNormal
CrazyBump
CrazyBump
3ds Max
3ds Max
Blender
Blender

Productions

    • Video Game
      Holdara
    • Year
      2025
    • Role
      Senior Environment Artist
    • Company
      Collective Anvil
    • Mobile Game
      AFAR Rush.
    • Year
      2023
    • Role
      Senior Technical Artist
    • Company
      Lava Labs
    • Mobile Game
      Avakin Life
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Lockwood Publishing
    • Video Game
      Sea of Thieves
    • Year
      2017
    • Role
      Artist
    • Company
      Rare
    • Video Game
      Worms Battlegrounds
    • Year
      2014
    • Role
      Lead Artist
    • Company
      Team17
    • Video Game
      Worms Clan Wars
    • Year
      2013
    • Role
      Lead Artist
    • Company
      Team17
    • Mobile Game
      Superfrog HD
    • Year
      2013
    • Role
      Artist
    • Company
      Team17
    • Mobile Game
      Alien Breed iOS
    • Year
      2013
    • Role
      Artist
    • Company
      Team17
    • Video Game
      Disney Universe
    • Year
      2011
    • Role
      Artist
    • Company
      Eurocom
    • Video Game
      GoldenEye 007
    • Year
      2010
    • Role
      Artist
    • Company
      Eurocom
    • Video Game
      Alien Breed 3: Descent
    • Year
      2010
    • Role
      Artist
    • Company
      Team17
    • Video Game
      Alien Breed 2: Assault
    • Year
      2010
    • Role
      Artist
    • Company
      Team17
    • Video Game
      Alien Breed Evolution
    • Year
      2010
    • Role
      Artist
    • Company
      Team17
    • Video Game
      Leisure Suit Larry: Box Office Bust
    • Year
      2009
    • Role
      Artist
    • Company
      Team17

Experience

  • Senior Environment Artist at Collective Anvil
    Derby, GB
    March 2023 - Present

    * Shader creation using Unity Shadergraph

    * Creating procedural level generation assets.

    * Participating in roundtable meetings on the design of the game.

    * 3D concepting of art assets and world design.

    * Level lighting

    * Post Processing

    * Marketing video creation

    * Modelling and texturing of in-game art assets, delivered to set standards

    * Developing best practices and techniques for producing art assets and environments.

    * Environment asthetic design and level layout

    * Working with programmers to develop the in-house tools and in-game tech.

  • Senior Technical Artist at Lava Labs
    Nottingham, GB
    December 2021 - February 2023

    * Shader creation using Unity Shadergraph

    * Creating procedural level generation assets.

    * Participating in roundtable meetings on the design of multiple games.

    * 2D / 3D concepting of art assets and world design.

    * Level lighting

    * Post Processing

    * Marketing video creation

    * Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.

    * Modelling and texturing of in-game art assets, delivered to set standards with a very restricted tech budget.

    * Developing best practices and techniques for producing art assets and environments.

    * Providing high quality benchmark models for outsource vendors.

    * Environment asthetic design and level layout

    * Working with programmers to develop the in-house tools and in-game tech.

  • Senior Environment Artist at Lockwood Publishing Ltd
    Nottingham, GB
    April 2020 - December 2021

    * Mentoring Junior and Mid level artists on the fundamentals of asset creation and working within our pipeline, with a focus on getting the most out of very restrictive tech budgets.

    * also all of the responsibilities outlined in the below Environment Artist role.

  • Environment Artist at Lockwood Publishing Ltd
    Nottingham, GB
    March 2017 - April 2020

    * Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.

    * Modelling and texturing of in-game art assets, delivered to set standards with a very restricted tech budget.

    * Developing best practices and techniques for producing art assets and environments.

    * Providing high quality benchmark models for outsource vendors.

    * Environment asthetic design and level layout

    * Level creation and publishing

    * Environment lighting

    * Collaborating with external partners to design in-game events.

  • Artist at Rare
    Twycross
    October 2014 - January 2017

    * Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.

    * Modelling and texturing of in-game art assets, delivered to set standards.

    * Level creation and world design

    * Developing best practices and techniques for producing art assets.

    * Providing high quality benchmark models for outsource vendors.

  • Lead Artist at Team17
    Wakefield
    July 2013 - February 2014

    * Leading a team of experienced artists to deliver high quality artwork to fixed deadlines.

    * Providing critique and solving art issues to keep the art style and quality consistent across the board.

    * Attending and participating in meetings with other departments and feeding back to the art team.

    * Working with other departments to identify and solve problems effectively

    * Developing methods and lighting solutions for a 'day to night' transition, then manually animating lighting set-ups for each scene.

    * Working with programmers to develop the in-house tools and in-game tech.

    * Authoring CGFX shaders using node based shader networks.

    * Modelling and texturing of in-game art assets, delivered to fixed deadlines

  • Artist at Team17
    Wakefield
    March 2012 - July 2013

    * Modelling and texturing of in-game assets. Creating prototype mock ups for games pitches and 'uprezzing' of 8-bit era graphics for modern devices.

    * Working with programmers to develop in-house tools and in-game tech, mainly the node-based shader authoring toolkit.

    * Authoring CGFX shaders using node based shader networks

  • Artist at Eurocom
    Derby
    May 2010 - March 2012

    * Modelling and texturing of in-game environment assets such as props and modular level construction pieces that would then be passed on to the level creation artists to build the levels.

  • Artist at Team17
    Wakefield
    May 2005 - May 2010

    * Modelling and texturing of in-game assets, mainly environment work but included some character models

    . Environment was mainly on a macro level building roadways, buildings, and terrain.