Richard Fox
Richard Fox
Lead Artist | OS Lead | Art Manager | 3D Artist
Boston, United States

About

I am a 3D artist and creative leader with 30+ years in game development—20 of those at the helm of world-class teams.

I grew up in Scotland on a steady diet of sci-fi and fantasy, and originally trained as an illustrator in Dundee with my sights set on comic books. Instead, I found a different kind of storytelling: games. My early career involved crafting pixel art for classics like Bullfrog’s Populous II and Core Design’s Darkmere.

In the mid-90s, I made the leap to the US to join Bethesda Softworks, building environments for the Terminator franchise. From there, I headed West and continued to develop my craft at Universal Studios, Konami, and Crystal Dynamics.

I eventually returned to Scotland to lead the environment team at Realtime Worlds for the breakout hit Crackdown, but the US called again in 2011. Since then, I’ve served as Lead Environment Artist (Farmville 2) and 3D Art Director at Zynga, and held leadership roles at Demiurge Studios and Epic Games, where I managed outsourcing for Fortnite.

Today, I’m based in Massachusetts, still doing what I love: leading teams, mentoring artists, and building worlds.

Skills

LeadershipArt ManagementArt DirectionOutsource Management3D ModelingTexturingUV MappingTeam BuildingProblem SolvingCoaching & MentoringConcept ArtIllustrationScrum/Agile

Software proficiency

Maya
Maya
3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Unity
Unity
Shotgun
Shotgun
Jira
Jira
Marmoset Toolbag
Marmoset Toolbag
Illustrator
Illustrator
World Machine
World Machine

Productions

    • Video Game
      Fortnite
    • Year
      2017
    • Role
      Hard Surface Outsource Lead
    • Company
      Epic Games
    • Mobile Game
      Teamfight Tactics
    • Year
      2019
    • Role
      External Lead Artist
    • Company
      Riot Games / Demiurge Studios
    • Mobile Game
      Hearthstone
    • Year
      2014
    • Role
      External 3D Artist
    • Company
      Blizzard Entertainment / Demiurge Studios
    • Video Game
      Beach Buggy Racing 2
    • Year
      2018
    • Role
      Principal 3D Artist
    • Company
      Vector Unit
    • Video Game
      Oddworld: Abe's Oddysee - New 'n' Tasty!
    • Year
      2014
    • Role
      Concept Artist (Contract)
    • Company
      Just Add Water
    • Mobile Game
      Farmville 2
    • Year
      2014
    • Role
      Lead Environment Artist
    • Company
      Zynga
    • Video Game
      Crackdown
    • Year
      2007
    • Role
      Lead Environment Artist
    • Company
      Realtime Worlds
    • Video Game
      Whiplash
    • Year
      2003
    • Role
      Senior Environment Artist
    • Company
      Crystal Dynamics
    • Video Game
      Frogger: The Great Quest
    • Year
      2001
    • Role
      Lead Environment Artist
    • Company
      Konami of America
    • Video Game
      Xena: Warrior Princess
    • Year
      1999
    • Role
      Senior Environment Artist
    • Company
      Universal Studios Digital Arts
    • Video Game
      Daggerfall: The Elder Scrolls II
    • Year
      1996
    • Role
      Senior Artist
    • Company
      Bethesda Softworks
    • Video Game
      Terminator: SkyNet
    • Year
      1997
    • Role
      Senior Artist
    • Company
      Bethesda Softworks
    • Video Game
      Terminator: Future Shock
    • Year
      1995
    • Role
      Senior Artist
    • Company
      Bethesda Softworks

Experience

  • Hard Surface OS Lead at Epic Games
    Remote, US
    December 2024 - March 2026

    Fortnite (PC/Console/Mobile)

    ● Primary point of contact for external vendors; transformed vendor performance through active mentorship and high-level art direction resulting in a 30% increase in production efficiency.

    ● Reviewed and art-directed 200+ assets (pickaxes, gliders, backblings, emotes) from prototype to final integration, ensuring brand consistency across numerous major IP collabs including: The Simpsons, South Park, Stranger Things and Star Wars.

    ● Collaborated with multiple departments to resolve complex technical constraints, integration challenges, and address creative feedback.

  • Lead Artist / Art Manager at Demiurge Studios
    Boston, MA
    March 2021 - November 2024

    ● Led internal art production delivering world-class support for Riot Games’ Teamfight Tactics.

    ● Created key 3D content for Blizzard Entertainment’s Hearthstone.

    ● Championed internal artistic growth through strategic career management across multiple disciplines.

  • Principal 3D Artist at Vector Unit
    San Rafael, CA
    September 2019 - March 2021

    Beach Buggy Racing 2 (PC/Console/Mobile)

    ● Developed high-performance 3D assets and original concept art for multiple levels and exclusive Hot Wheels console DLC.

  • Lead Artist at Zynga
    San Francisco, CA
    November 2016 - July 2019

    Cityville Mobile (Mobile unreleased)

    ● Directed the 3D team through production of a high-profile Zynga reboot.

    ● Managed external outsource vendors, establishing art guidelines and providing decisive feedback to ensure asset quality.

    ● Defined visual identity for all environments and vehicles in direct partnership with the Art Director.

    ● Optimized production pipelines by co-developing shaders, tools, and strict performance budgets with tech and engineering.

  • 3D Modeling Art Director at Zynga
    San Francisco, CA
    May 2015 - November 2016

    ● Directed 3D production across Zynga’s flagship portfolio, providing expert modeling and texturing leadership for titles including Dawn of Titans, FarmVille, and Poker.

    ● Championed studio-wide art culture by collaborating with directors to launch mentorship programs and manage artist careers.

  • Lead Environment Artist at Zynga
    San Francisco, CA
    December 2013 - May 2015

    Farmville 2 (PC)

    ● Directed an established environment art team, streamlining cross-departmental collaboration with design, UI/UX, and production to ensure the seamless delivery of high-volume assets for a top-tier social title.

  • Adjunct Lecturer at University of Baltimore
    Baltimore, MD
    May 2012 - May 2013

    ● Taught beginner and intermediate 3D art and animation courses for the Simulation and Game Design program.

  • 3D Artist | Concept Artist at Freelance
    Gaithersburg, MD
    August 2011 - December 2013

    ● Generated 2D and 3D art for numerous titles including Just Add Water’s Abe’s Oddysee: New N’ Tasty.

  • Senior Artist at eeGeo
    Dundee, Scotland
    September 2010 - July 2011

    ● Crafted 3D renders and animated UI elements for experimental Facebook game titles.

  • Lead 3D Artist | Art Manager at Realtime Worlds
    Dundee, Scotland
    April 2007 - August 2010

    Project: MyWorld (PC)

    ● Managed art asset production and schedules for an innovative PC project, overseeing sprint planning, daily scrums, and the tracking of all creative deliverables.

    ● Facilitated cross-team collaboration by liaising with discipline leads and contributing to the technical development of environment art styles and specialized shaders.

  • Lead Environment Artist at Realtime Worlds
    Dundee, Scotland
    December 2002 - April 2007

    Crackdown (Xbox 360)

    ● Directed a team of 13 artists through the full production cycle of an award-winning game and DLC, overseeing task scheduling, asset integration, and cross-team problem-solving.

    ● Managed high-level art production by reviewing outsourced 3D content and collaborating with the Art Director to translate concepts into 3D prototypes.

    ● Executed end-to-end environment art including the modeling, texturing, and lighting of key buildings and locations.

  • Senior Environment Artist at Crystal Dynamics
    Menlo Park, CA
    July 2002 - November 2002

    Whiplash (Console/PC)

    ● Provided concept art for interior environments and props.

  • Lead Environment Artist at Konami of America
    Redwood City, CA
    November 1999 - June 2002

    Frogger: The Great Quest (Console)

    ● Led environment art team through full development cycle on next-gen reinvention of Frogger franchise.

    ● Worked closely with art director throughout production, providing concepts for more than 100 characters and 20 levels.

  • Senior Environment Artist at Universal Studios Digital Arts
    San Jose, CA
    July 1998 - October 1999

    Xena: Warrior Princess (Console)

    ● Designed, built, textured, and lit multiple level environments.

  • Senior Artist at Bethesda Softworks
    Rockville, MD
    November 1994 - November 1997

    Terminator: Future Shock | Terminator: SkyNet | Daggerfall: The Elder Scrolls II (PC)

    ● Generated 3D and 2D art for early PC title releases.

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