Josh Ball

Department Supervisor of Environment Art - Art Director at ILM Immersive
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Contact Information
us****@****om
(386) 825-5501
Location
Los Angeles, California, United States, US

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5.0

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Jason Suarez

Awesome artist to have worked with. I can always rely on Josh to know of the latest tools to produce art efficiently.

Davi Blight

Josh has always been a high caliber artist at every job he has worked at, and is constantly moving up in his career path. He is a hard/dedicated worker and a fun guy to know. If your looking for professionalism in your team, Josh Ball should be considered hands down.

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Department Supervisor of Environment Art - Art Director
      • Apr 2022 - Present

      Responsible for concepts, modeling, and material work on real-time weapons, vehicles and environmental game assets. Planning, scoping, and bids on comprehensive levels in order to have them complete by projected date in a way that minimized the amount of crunch needed from the team. Worked with multiple other departments to help with their needs and also leverage the Environment department to help them shine. Planned and compiled sets of proxy objects for level block-outs that were sent to outsource teams. Worked with my team members and assigned tasks based on their best strengths. Provided feedback and reviews on tasks as they were completed. Worked on story driven set dressing and texture work on level environments. Optimized and refined levels to get them performant within the limitations of the Oculus Quest 1 and 2 hardware. Show less

    • Lead Environment Artist
      • Sep 2020 - Apr 2022

      Responsible for concepts, modeling, and material work on real-time weapons, vehicles and environmental game assets. Planning, scoping, and bids on comprehensive levels in order to have them complete by projected date in a way that minimized the amount of crunch needed from the team. Worked with multiple other departments to help with their needs and also leverage the Environment department to help them shine. Planned and compiled sets of proxy objects for level block-outs that were sent to outsource teams. Worked with my team members and assigned tasks based on their best strengths. Provided feedback and reviews on tasks as they were completed. Worked on story driven set dressing and texture work on level environments. Optimized and refined levels to get them performant within the limitations of the Oculus Quest 1 and 2 hardware. Show less

    • United States
    • Computer Games
    • 400 - 500 Employee
    • Sr Environment Artist
      • Jun 2018 - Sep 2020

      Responsible for modeling, and material work on photoreal elements for single player and multiplayer game assets. Also planned and compiled sets of proxy objects for level block outs that were sent to outsource teams. Level block out for multiplayer. Worked on story driven set dressing and texture work on level environments. Optimized and refined draw calls on levels to get them performant and running at a buttery 90fps frame rate. Shipped the extremely successful and lucrative titles Call of Duty: Modern Warfare and Call of Duty: Warzone Show less

    • United Kingdom
    • Entertainment Providers
    • 700 & Above Employee
    • Sets TD
      • Apr 2017 - Mar 2018

      PreVis/Virtual Reality Art Dept - Set TD on The Lion King PreVis and virtual reality (VR) technical artist for Disney's Lion King (2019). Developed a flexible pipeline to optimize and move virtual art department assets into VR PreVis set. Built Africa for the set in VR space enabling Director and Director of Photography to develop shots for the film. PreVis/Virtual Reality Art Dept - Set TD on The Lion King PreVis and virtual reality (VR) technical artist for Disney's Lion King (2019). Developed a flexible pipeline to optimize and move virtual art department assets into VR PreVis set. Built Africa for the set in VR space enabling Director and Director of Photography to develop shots for the film.

    • United States
    • Online Audio and Video Media
    • 1 - 100 Employee
    • Lead Hard Surface Artist
      • Oct 2016 - Apr 2017

      Mars 2030 Visual development for Mars 2030, a virtual reality (VR) project for NASA Jet Propulsion Laboratory. Modeled and textured hard surface assets. Crafted Substances in Designer. Led team of remote artists. Set quality standards for hard surface assets and provided feedback to harmonize assets. Mars 2030 Visual development for Mars 2030, a virtual reality (VR) project for NASA Jet Propulsion Laboratory. Modeled and textured hard surface assets. Crafted Substances in Designer. Led team of remote artists. Set quality standards for hard surface assets and provided feedback to harmonize assets.

  • Three One Zero
    • Los Angeles
    • 3D Environment Artist, 3D Generalist, Technical Artist - contractor
      • Aug 2014 - Nov 2015

      Technical artist, 3D Generalist, and environment artist for Adr1ft, a first-person VR video game as well as other VR projects. Part of a very small team that developed all art for the game. Modeled and textured a wide range of assets from destructed hard surfaces to organic foliage and a myriad of objects to bring the set of space wreckage to life. Technical artist, 3D Generalist, and environment artist for Adr1ft, a first-person VR video game as well as other VR projects. Part of a very small team that developed all art for the game. Modeled and textured a wide range of assets from destructed hard surfaces to organic foliage and a myriad of objects to bring the set of space wreckage to life.

    • Computer Games
    • 1 - 100 Employee
    • Senior Environment Artist
      • Jul 2013 - May 2014

      World building and environment art creation on an open world survival game. Assembled a library of world assets as well as modular architecture. Modeled and textured assets using up to date Physically Based Shaders in CryEngine. World building and environment art creation on an open world survival game. Assembled a library of world assets as well as modular architecture. Modeled and textured assets using up to date Physically Based Shaders in CryEngine.

    • Computer Games
    • 200 - 300 Employee
    • Environment Artist
      • Dec 2009 - Jun 2013

      World building and environment art creation. Worked closely with designer to create maps for Doom 4, Rage: The Scorchers DLC and Wolfenstein: New Order. Ownership of composition, prop placement, and lighting of scenes in the environment. Created and managed needed assets on my maps. World building and environment art creation. Worked closely with designer to create maps for Doom 4, Rage: The Scorchers DLC and Wolfenstein: New Order. Ownership of composition, prop placement, and lighting of scenes in the environment. Created and managed needed assets on my maps.

    • Computer Games
    • 1 - 100 Employee
    • Senior Artist
      • Aug 2008 - Nov 2009

      Hard surface and organic 3D sculpting, normal mapping, and texture creation of environment assets for use in the IdTech5 engine. Prototyping and development of work flow pipeline for the art team. Hard surface and organic 3D sculpting, normal mapping, and texture creation of environment assets for use in the IdTech5 engine. Prototyping and development of work flow pipeline for the art team.

    • Computer Games
    • 1 - 100 Employee
    • Sr. Environment Artist
      • Jun 2007 - Aug 2008

      World Building, 3D Modeling, material creation of environment assets for unannounced title. Managing and providing art direction on outsourced environment assets. Enhanced player movement through the environments in order to help the Designers streamline game play. World Building, 3D Modeling, material creation of environment assets for unannounced title. Managing and providing art direction on outsourced environment assets. Enhanced player movement through the environments in order to help the Designers streamline game play.

    • Computer Games
    • 1 - 100 Employee
    • 3d/Concept Artist
      • Jan 2005 - Jun 2007

      3D Modeling, normal mapping, and texture creation of weapons and environmental assets for Activision's Call of Duty 2, Call of Duty 3, and Mercenaries 2. 3D Modeling, normal mapping, and texture creation of weapons and environmental assets for Activision's Call of Duty 2, Call of Duty 3, and Mercenaries 2.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • 3D Artist
      • Feb 2004 - Jan 2005

      3D model and texture creation of over 100 unique objects for Axis and Allies: RTS, Published by Atari. Worked closely with Art Leads to unify look and feel of game. As well as contributed efforts on interface designs, high-poly Cinematic Animations and Compositing for FMV’s. 3D model and texture creation of over 100 unique objects for Axis and Allies: RTS, Published by Atari. Worked closely with Art Leads to unify look and feel of game. As well as contributed efforts on interface designs, high-poly Cinematic Animations and Compositing for FMV’s.

    • Digital Artist
      • Jul 2002 - Jan 2004

      Consulted with clients on projects. Accountable for full production and quality assurance of 3D modeling, texturing, lighting and rendering. Graphic Design and Photo Retouch. Consulted with clients on projects. Accountable for full production and quality assurance of 3D modeling, texturing, lighting and rendering. Graphic Design and Photo Retouch.

    • United States
    • Space Research and Technology
    • 1 - 100 Employee
    • 3d Artist
      • 2000 - 2002

    • Artist
      • 2000 - 2000

Education

  • The Safehouse Atelier
    Representational and narrative drawing and painting.
  • The Art Institute of Houston
    Associate of Science - AS, Computer Animation
    1997 - 1999

Community

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