Mark Hurd

Senior Environment Artist at Wushu Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Marple, England, United Kingdom, GB

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5.0

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Richard Martin

I worked with Mark while at Juice Games and found him to be a highly talented Artist who could deal with anything thrown at him, and complete it to a high standard. Mark is also very easy to get along with and a very approachable individual.

Ian Williams

I have known Mark for quite some time and know him to be approachable, intelligent, and extremely professional. At Juice Games he quickly adapted to art pipelines and the studio methods, and proved himself to be a very proficient and capable artist. He was very eager to learn and put himself forward for all tasks within development. He displayed a wide range of skills, not only 3D but also draughtsmanship and video editing. From my experience Mark comes highly recommended.

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Experience

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Senior Environment Artist
      • Jan 2021 - Present

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior 3D Environment artist
      • Jan 2019 - Jan 2021

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior 3D Artist
      • Oct 2017 - Dec 2018

      Senior environment artist, Creating Sim racing tracks for GTR3. Lighting with TrueSky. Writing work flow documentation for lofting tracks and modelling. Senior environment artist, Creating Sim racing tracks for GTR3. Lighting with TrueSky. Writing work flow documentation for lofting tracks and modelling.

    • Computer Games
    • 1 - 100 Employee
    • Contract Artist
      • Jul 2017 - Oct 2017

    • 3D Environment Artist
      • Jun 2017 - Oct 2017

      Contract artist proto- typing tracks for GTR3

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Contract Artist, Senior
      • Oct 2016 - Mar 2017

      Converting and up-scaling Art on the Wipe-out series for PS4 Pro Converting and up-scaling Art on the Wipe-out series for PS4 Pro

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Contract Artist, Senior
      • Nov 2014 - Oct 2016

      contract senior artist, Asset creation, Level building, after affects and video work, This was a very small team so I needed to be flexible. Using Zbrush, Maya, Unity for PS4 dev contract senior artist, Asset creation, Level building, after affects and video work, This was a very small team so I needed to be flexible. Using Zbrush, Maya, Unity for PS4 dev

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Freelance Artist, senior
      • Feb 2014 - Nov 2014

      Contract senior artist, modelling assets levels, particles for PS4 and PS4VR. Using Zbrush, maya an in house tools, I also diid some 2d Illustrator and photoshop work for. Contract senior artist, modelling assets levels, particles for PS4 and PS4VR. Using Zbrush, maya an in house tools, I also diid some 2d Illustrator and photoshop work for.

    • Computer Games
    • 1 - 100 Employee
    • Freelance artist
      • Dec 2013 - Feb 2014

      Contract Artist, Zbrush Asset modeller, working in house as part of a small asset team for PS3, Using Zbrush and Studio Max Contract Artist, Zbrush Asset modeller, working in house as part of a small asset team for PS3, Using Zbrush and Studio Max

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Freelance artist
      • Sep 2013 - Oct 2013

    • Computer Games
    • 1 - 100 Employee
    • Contract artist
      • Aug 2013 - Sep 2013

      Collision and optimization expert, working on a PS3 game that had been mainly outsourced, I created collision for levels, optimized art to run on PS3.changing and sometimes re-making art to bug fix and finish the game. Collision and optimization expert, working on a PS3 game that had been mainly outsourced, I created collision for levels, optimized art to run on PS3.changing and sometimes re-making art to bug fix and finish the game.

    • Contract Artist
      • Jan 2013 - Jul 2013

      I modeled and textured according to the project brief, using Maya and Photoshop on a mixture of projects from Game trailers to Architecture visualization to be rendered on the render farm, also manipulating images in Photoshop for final presentation I modeled and textured according to the project brief, using Maya and Photoshop on a mixture of projects from Game trailers to Architecture visualization to be rendered on the render farm, also manipulating images in Photoshop for final presentation

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Contract Artist
      • Nov 2011 - Feb 2013

      Contract Artist, Contract Artist,

    • Contract Artist
      • May 2011 - Nov 2011

      Contract senior environment artistworking on Wipeout 2048, building assets and laying them out to fill around the tracks according to the concept art and Art director whilst keeping them optimized for performance on the Vita Contract senior environment artistworking on Wipeout 2048, building assets and laying them out to fill around the tracks according to the concept art and Art director whilst keeping them optimized for performance on the Vita

    • Computer Games
    • 1 - 100 Employee
    • Environment Artist
      • Dec 2008 - Jun 2011

      As part of the art team I was responsible for making realistic environmental art to a high standard and on schedule for 007 Bloodstone and Blur• Working with designers to produce art for levels; Architecture, Terrain and Interiors• Asset creation using Maya• Creating textures using photographic source material in Photoshop to work with advanced shaders• Working with advanced shaders to mimic real world surfaces• Optimising assets to run efficiently on required platforms (Xbox/ps3/pc)• Optimising performance, LP collision, Lumels, Portals, PVS, Billboards and LODs• Managing my own work schedule to deliver tasks complete and on time• Understanding project goalsKEY ACHIEVEMENTSSome experience of leading a small art team, where I experienced all aspects of responsibility. Including dealing with legal changes, overseeing bug fixing to Beta requirements. Most of my time was take up answering questions ranging from tech to design. Overcoming work flow changes when changing to Maya from Max. Being able to get the best from advanced shaders and make suggestions for improved work flow. Becoming familiar with background animated assets. I authored original textures when needed. Creating the first game cut scene in a short space of time.

    • Computer Games
    • Environment Artist
      • Sep 2007 - Dec 2008

      As part of a team of 6 people I was responsible for the production of stylised environment art asset creation and later became sole offline HD video editor for Stormbirds too. • Working with designers to produce art for levels; Architecture and Terrain using SCRUM• Asset creation using Studio Max to the art directors standard after thumb nailing ideas• Creating textures using photographic source material in Photoshop to work with advanced shaders• Optimising assets to run efficiently on required platforms (Xbox/ps3/pc) and creating damaged versions• Using propriety in house tools, Juice factory, Telemetry, SVN• Producing in house videos using final cut pro HD & BinkKey AchievementsProducing high quality production artwork and Fixing capturing problems and setting up HD video standards

    • New Media Designer
      • 2006 - 2007

      I spent time as a freelancer creating graphics for the web and DVDs for various companies and individuals I spent time as a freelancer creating graphics for the web and DVDs for various companies and individuals

    • New Media Designer
      • 2003 - 2005

      My responsibilities were all aspects of DVD Authoring in Pal and NTSC My responsibilities were all aspects of DVD Authoring in Pal and NTSC

Education

  • The Manchester Metropolitan University
    2:2, Illustration with Animation
    1999 - 2003
  • St. Martin's College
    Merit, Art Foundation
    1998 - 1999
  • Canterbury College
    A, Art and design A Level
    1994 - 1995

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