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Trevor Johnson
Trevor Johnson
3D Artist and Level Designer
Winnipeg, Canada

Summary

3d artist/designer. I sometimes stream myself working - http://www.twitch.tv/tvorjohnson

I love how art can be such a powerful tool in communicating mechanics and deeper emotions in games. Fluidly bridging the gap between Artist & Designer, I enjoy working closely with programmers to design systems and mechanics and the best ways of communicating these concepts visually.

Skills

Digital SculptingVisual scriptingCharacter ModelingTexturingLevel DesignRiggingEnvironment Modeling

Software proficiency

TopoGun
TopoGun
Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
xNormal
xNormal
Maya
Maya
Quixel Suite
Quixel Suite

Productions

  • Imgres
    • Video Game
      Mafia 3
    • Year
      2015
    • Role
      Mission Designer
    • Company
      Hangar13
  • Maxresdefault
    • Video Game
      Symphony Worlds
    • Year
      2021
    • Role
      Look development/ Environment Art
    • Company
      Empty Clip Studios
  • Clandestine
    • Video Game
      Clandestine: Anomaly
    • Year
      2015
    • Role
      Lead Artist
    • Company
      Zenfri
  • Contrast
    • Video Game
      Contrast
    • Year
      2013
    • Role
      Level Designer
    • Company
      Compulsion Games
  • Symphony
    • Video Game
      Symphony
    • Year
      2012
    • Role
      Contract Artist
    • Company
      Empty Clip

Experience

  • Mission Designer at Hangar13
    San Rafael, United States of America
    May 2016 - Present

  • Freelance Artist at Empty Clip Studios
    September 2014 - Present

    General 3d art and look development for upcoming title "Symphony Worlds". Helped develop the overall look and current implementation of art in the title. Prototyping visual effects and consulting on game and level design.

  • Dota2 Workshop contributor at Valve Software
    January 2013 - Present

    I enjoy designing, modeling, Texturing and Rigging armor and weapon assets for both the Dota 2 and Chivalry steam Workshop with successfully accepted items into both games.

  • 3d Artist / Game Design at Zenfri
    Winnipeg
    February 2014 - October 2015

    Duties included modelling, rigging, animating, texturing, UI work, visual effects. Responsible for organzing workload of one other artist and mentoring their learning. Worked closely with programmers to design and implement core game mechanics. Integrated all artwork in the game using Unity. Developed shaders using node based editor (Shader Forge) primarily used for visual effects. I helped build prototypes for pitch projects, as well as lead the visual development in pre-production of an unreleased title.

  • Level Designer at Compulsion Games
    Montreal
    September 2010 - October 2013

    Working closely with the creative director and programmers to develop game mechanics and spaces that communicated the look and feel we wanted to present to the player. Duties included Pre-production, Level Design, Scripting, Promotional Art, Running playtests, Core mechanic development. Was on the project from beginning to end, shipping on all major consoles and desktop.