Mark Silvester
Lead Artist at Auroch Digital Ltd- Claim this Profile
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Bio
Experience
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Auroch Digital Ltd
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United Kingdom
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Computer Games
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1 - 100 Employee
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Lead Artist
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Aug 2021 - Present
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Orbx Simulation Systems
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United Kingdom
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Lead Environment Artist
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Jul 2018 - Mar 2023
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Environment Artist Quarter Circle Games
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Bournemouth, United Kingdom
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3D Environment Artist
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Apr 2017 - Jul 2018
During my period at, Quarter Circle Games, I was the Environment Artist for our upcoming narrative driven horror game “The Peterson Case”. My primary role was creating the art pipeline, creating shaders that would be used to speed up workflow and creating high quality assets to be place in the world. Working in a close knit three man team we coordinated I utilized my skill sets to designing the levels, story, lighting and bringing the scenes to life. During my period at, Quarter Circle Games, I was the Environment Artist for our upcoming narrative driven horror game “The Peterson Case”. My primary role was creating the art pipeline, creating shaders that would be used to speed up workflow and creating high quality assets to be place in the world. Working in a close knit three man team we coordinated I utilized my skill sets to designing the levels, story, lighting and bringing the scenes to life.
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Turbulent Designs Limited
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United Kingdom
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Software Development
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1 - 100 Employee
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Environment Artist
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Oct 2016 - Jun 2017
While working at Turbulent Designs, I worked on a number of different simulation engines, working closely with the art team to create outstanding airports for flight simulation, train stations for train simulation and producing the art pipeline in the creation of their in-house marine simulation engine “Pinnacle”. While Working at Turbulent Flight Sim World started to use a PBR method so one of my main focuses was to make sure the team had the knowledge and pipeline to create high quality airports. Show less
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3D Environment Artist
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Oct 2014 - Oct 2015
Working on TCR’s new release “Everybody’s gone to the Rapture”, I created assets in Cry Engine using PBR techniques. The focus on this project was to make the assets as realistic and detailed as possible, making sure that the impressive aesthetic of the environment was consistent throughout. Working on TCR’s new release “Everybody’s gone to the Rapture”, I created assets in Cry Engine using PBR techniques. The focus on this project was to make the assets as realistic and detailed as possible, making sure that the impressive aesthetic of the environment was consistent throughout.
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Tesco
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United Kingdom
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Retail
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700 & Above Employee
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Tech Support
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Jan 2006 - Oct 2014
Assist customers in what technical products to buy ranging from kettles and toasters too TV's and mobile devices. Working as a team of seven people, we are tasked with not only helping out customers but also making sure everyone understands the new technology's of today. One of my main roles as a member of this team is to go through with colleagues making sure they understand what each part of a electrical device is used for and too help them talk to people on a simpler level. Assist customers in what technical products to buy ranging from kettles and toasters too TV's and mobile devices. Working as a team of seven people, we are tasked with not only helping out customers but also making sure everyone understands the new technology's of today. One of my main roles as a member of this team is to go through with colleagues making sure they understand what each part of a electrical device is used for and too help them talk to people on a simpler level.
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Education
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University of Portsmouth
Computer Games development (Bsc), Games Development