Andrejs Verlis

Principal Environmental Artist at Rockstar Toronto
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Contact Information
us****@****om
(386) 825-5501
Location
Guelph, CA

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5.0

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Tim Davies

Working with Andrejs for the last 6 years has been amazing, he's one of the most knowledgeable, talented and passionate people I know. I have no doubt that with his guidance over the years he has created a legacy of intelligent world building within the studio, I know I’m a better Level Designer for working with him.

Andre Santos

Highly motivated with a extreme passion for level art are the only way to describe Andrejs. Andrejs background in Landscape architecture and his attention to the smallest details makes him an incredible asset to any team. Working with Andrejs was a great pleasure that I hope to have again some day.

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Experience

    • Computer Games
    • 1 - 100 Employee
    • Principal Environmental Artist
      • Jan 2022 - Present

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Associate Director - World Geography
      • Jun 2018 - Present

      Far Cry 6 World Building for games. My focus is helping create self-referencing world spaces that consider design, art, and narrative as an interconnected whole, expressed in the architecture of the world space. Areas of responsibility: - Architecture of World Space focusing on Design, Narrative, and Art execution for Game Worlds - Research and reference to help define world logic and fiction - Direct player navigation, traversal, and leading through composition and… Show more Far Cry 6 World Building for games. My focus is helping create self-referencing world spaces that consider design, art, and narrative as an interconnected whole, expressed in the architecture of the world space. Areas of responsibility: - Architecture of World Space focusing on Design, Narrative, and Art execution for Game Worlds - Research and reference to help define world logic and fiction - Direct player navigation, traversal, and leading through composition and visual language - Help balance game-play and visual considerations to try to find the meeting point of both - Use research and reference to help define the underlying world geography and infrastructure, and help give homes to locations, characters, and events - Influence the development of mental maps by helping define the visual properties and variation of world space I think of my work as world architecture: World architecture is for the user, for their interactivity and experience, to present embedded meaning and significance of the space and the places within it, and for making it distinct and varied in order to provide identity, interest, and enjoyment for the player. I work with many departments and at varying elevations, including doing in-editor work as well doing drawings, reference packages, and documentation.

    • Associate World Director
      • Dec 2021 - Jan 2022

    • Associate Director - World Geography
      • Mar 2021 - Dec 2021

      Work with different departments to collect needs and ideas, and to help guide the direction and conception processes to create a large, systemic, open world game.

    • Associate Director - Level Design
      • Aug 2016 - Aug 2018

      World Architecture, World Building. Far Cry 5, Far Cry 6 World design, mental mapping, navigation networks, research and reference. I draw on my background in level design, environmental art, landscape architecture, and earth sciences to help plan, design, and build the world for an un-announced open-world title. In charge of global terraforming, navigation networks, and siting of locations and connective infrastructure... Also drawing on my background in geology… Show more World Architecture, World Building. Far Cry 5, Far Cry 6 World design, mental mapping, navigation networks, research and reference. I draw on my background in level design, environmental art, landscape architecture, and earth sciences to help plan, design, and build the world for an un-announced open-world title. In charge of global terraforming, navigation networks, and siting of locations and connective infrastructure... Also drawing on my background in geology and geomorphology to help define a more realistic and believable terraforming, I work closely with art direction to create distinguishable mental mapping and help production plan the work and create team structure to achieve our goals.

    • France
    • Computer Games
    • 700 & Above Employee
    • Assistant Director Level Design
      • Mar 2015 - Aug 2016

      Far Cry 5 World Design and Planning Navigation Networks Mental Maps and Imageability Research and synthesis of world elements: geology, infrastructure, architecture, and ecology

    • Senior Level Designer
      • Jan 2015 - Mar 2015

      Far Cry 5 Far Cry 4 Level Design, World Design and Planning

    • Senior Level Designer
      • Aug 2013 - Mar 2015

      Level Design and Level Art for Far Cry 4

    • Level Designer
      • 2010 - Aug 2013

      Warframe: Level Design and Systems Design Star Trek (2013): Level Design (linear and systemic) and Systems Design Darkness 2 (2012): Level Design (linear), Combat and Boss Fights Warframe: Level Design and Systems Design Star Trek (2013): Level Design (linear and systemic) and Systems Design Darkness 2 (2012): Level Design (linear), Combat and Boss Fights

    • Computer Games
    • 1 - 100 Employee
    • Assistant Lead Level Designer
      • May 2006 - May 2010

      Design and build levels. Research and reference materials for level concepts. Whiteboxing. Asset design, production drawings, and level population. Concept art and design documentation. Started as Background/Layout artist also modelling assets before overtaking a role as a Level Designer and then "Assistant Lead" Level Designer. The Ritualyst (Unreleased): - Started as background artists, doing layout and environmental assets. - Started level design role for this project… Show more Design and build levels. Research and reference materials for level concepts. Whiteboxing. Asset design, production drawings, and level population. Concept art and design documentation. Started as Background/Layout artist also modelling assets before overtaking a role as a Level Designer and then "Assistant Lead" Level Designer. The Ritualyst (Unreleased): - Started as background artists, doing layout and environmental assets. - Started level design role for this project and worked closely with coders to structure the game world to run within the streaming limitations - Worked on Boss Fights in design/mechanics as well as providing level designs for Boss Fight arenas - Provided white-boxes and mock-ups of locations - Documentation and concept drawings for "dungeons" - Designed open-world sandbox sections as well as linear "dungeons" - Collected and disseminated alot of research on cultural forms/locations - Conducted personal trips to study locations and do scene/form reference and to germinate design ideas Various prototypes (Unreleased): - Advised for and proposed various games. - Provided documents and drawings for proof of concept - Provided reference examples and fiction for novel design and level design concepts and world fiction Xmen Destiny (2011): - Worked as "Assistant lead Level Designer" under Lead Designer - Documentation, White-Boxes, Implementation - Worked closely with Lead Designer, Writer, and Art director to develop level fiction, flow, and progression - Oversaw a team of level designers and designers responsible for designing and implementing levels - Worked with Wii team to distill 360 and PS3 versions to port over to Wii Show less Design and build levels. Research and reference materials for level concepts. Whiteboxing. Asset design, production drawings, and level population. Concept art and design documentation. Started as Background/Layout artist also modelling assets before overtaking a role as a Level Designer and then "Assistant Lead" Level Designer. The Ritualyst (Unreleased): - Started as background artists, doing layout and environmental assets. - Started level design role for this project… Show more Design and build levels. Research and reference materials for level concepts. Whiteboxing. Asset design, production drawings, and level population. Concept art and design documentation. Started as Background/Layout artist also modelling assets before overtaking a role as a Level Designer and then "Assistant Lead" Level Designer. The Ritualyst (Unreleased): - Started as background artists, doing layout and environmental assets. - Started level design role for this project and worked closely with coders to structure the game world to run within the streaming limitations - Worked on Boss Fights in design/mechanics as well as providing level designs for Boss Fight arenas - Provided white-boxes and mock-ups of locations - Documentation and concept drawings for "dungeons" - Designed open-world sandbox sections as well as linear "dungeons" - Collected and disseminated alot of research on cultural forms/locations - Conducted personal trips to study locations and do scene/form reference and to germinate design ideas Various prototypes (Unreleased): - Advised for and proposed various games. - Provided documents and drawings for proof of concept - Provided reference examples and fiction for novel design and level design concepts and world fiction Xmen Destiny (2011): - Worked as "Assistant lead Level Designer" under Lead Designer - Documentation, White-Boxes, Implementation - Worked closely with Lead Designer, Writer, and Art director to develop level fiction, flow, and progression - Oversaw a team of level designers and designers responsible for designing and implementing levels - Worked with Wii team to distill 360 and PS3 versions to port over to Wii Show less

    • Lead Level Designer
      • 2005 - 2005

      This was our "in house" company at Seneca... This is posted up as a means of networking within the structure of LinkedIn. I acted as Lead Level Designer, and did alot of Environmental asset creation, materials and shaders, and level Layout design on both projects. This was our "in house" company at Seneca... This is posted up as a means of networking within the structure of LinkedIn. I acted as Lead Level Designer, and did alot of Environmental asset creation, materials and shaders, and level Layout design on both projects.

Education

  • University of Guelph
    BLA, Landscape Architecture
    2002 - 2006
  • Seneca College of Applied Arts and Technology
    3DGAM, Video/Computer Games Art/Design
    2005 - 2005

Community

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