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

About

I am a 3D artist with 25+ years of experience in game development and over 17 as a team lead.

I was born in England but moved to Scotland at an early age where I developed a fascination for all things science fiction and fantasy. I studied illustration at art school in Dundee and then spent two years working freelance in Edinburgh.

In the mid-90's, I relocated to Maryland, USA where I began my career in game development at Bethesda Softworks, creating environment art for their Terminator titles. Three years later, Northern California beckoned where I went on to work for the likes of Universal Studios, Konami and Crystal Dynamics.

In 2002 I returned to Dundee, Scotland where I spent eight years at Realtime Worlds as lead environment artist on the hugely popular Crackdown. However, not content with one move to the US, I returned there again in 2011, stopping in Maryland to freelance and teach before finding my way back to Northern California.

I worked at Zynga for a number of years, initially as a lead artist on Farmville 2 and then taking on the role of 3D art director for the company. In 2021 I moved back to the east coast and currently reside in Massachusetts with my wife. I continue to work in games; leading teams, managing artists and creating art.

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

Experience

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

    ● Currently leading internal art team on Teamfight Tactics in partnership with Riot Games.

    ● Led art team on an unannounced title in collaboration with Bad Robot Games.

    ● Created 3D content for Hearthstone in partnership with Blizzard Entertainment.

    ● Providing ongoing career management and support to 3D, technical and VFX artists.

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

    Beach Buggy Racing 2 (iOS/Android/PC/Console)

    ● Designed and created 3D assets for the popular multi-platform driving game.

    ● Provided concept art and new 3D content for console version including additional Hot Wheels licensed levels.

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

    Cityville Mobile (iOS/Android unreleased)

    ● Led team of three modelers for full production cycle on rebooted Zynga title.

    ● Managed outsourced 3D assets with vendor, providing art creation guidelines, art direction and feedback on deliverables.

    ● Worked with art director to define the style of all environment assets and vehicles.

    ● Collaborated with lead technical artist in the creation of 3D pipeline tools, materials, and shaders.

    ● Worked with engineering team to establish and maintain model and texture budgets for hundreds of 3D assets.

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

    ● Managed and directed 3D modeling team within Zynga’s centralized art department; contributed to various projects across the company including Cityville, Slots, Poker, Farmville: Country Escape, and Dawn of Titans.

    ● Liaised with internal and external game teams to provide leadership, direction, 3D modeling and texturing expertise.

    ● Collaborated with other department directors to build and nurture Zynga’s art community, develop mentorship program, and offer mentoring and career path management to individual 3D artists.

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

    Farmville 2 (Web)

    ● Assumed lead role of established 3D environment art team on popular social game.

    ● Worked closely with design, concept, animation, UI/UX and production teams to ensure smooth, continuous production and delivery of environment assets.

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

    ● Instructed beginner and intermediate undergraduate courses in 3D modeling, texturing and animation for Simulation and Game Design program.

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

    ● Generated 2D and 3D art assets for Maryland-based mobile and PC start-up companies.

    ● Provided concept art for Abe’s Oddysee: New N’ Tasty (PS3, PS4, Wii U, PC, Mac) developed by Just Add Water in UK.

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

    ● Created 3D asset renders and animating 2D UI elements for exploratory Facebook games

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

    Project: MyWorld (PC)

    ● Worked closely with art director in coordinating and managing all art asset production on an innovative PC project.

    ● Built and tracked art schedules, planned sprints, and managed daily scrums.

    ● Liaised with all discipline leads; maintained smooth cross-team collaboration and clear communication.

    ● Collaborated in the development of environment art style and specialized shaders.

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

    Crackdown (Xbox 360)

    ● Led a team of 13 artists through full production cycle on award-winning game and subsequent DLC package.

    ● Responsible for task scheduling, asset tracking and integration, art reviews, cross-team communication and problem-solving.

    ● Managed and reviewed a variety of outsourced 3D environment content.

    ● Worked closely with the art director to realize their vision through concept sketches and 3D prototyping.

    ● Involved in all aspects of environmental art creation: modeling, texturing, and lighting of key buildings and locations.

    ● Assisted in the creation of art asset pipeline, export processes, and shader development.

  • Senior Environment Artist at Crystal Dynamics
    Menlo Park, CA, United States of America
    July 2002 - November 2002

    Whiplash (Playstation 2, PC, Xbox)

    ● 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 (Playstation 2)

    ● 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 (Playstation)

    ● 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 (All PC)

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

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