Oskar Reftel
Senior Environment Artist at MindArk- Claim this Profile
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Bio
Jewell Morelli
Oskar is an extremely talented artist with a super keen attention to detail. During his tenure at Ghost Games he was our Vegetation domain owner, responsible for creating benchmarks, pushing quality and working closely with TA’s to create innovative shaders and workflows. Oskar is always looking for ways to improve the craft and push for quality in the art he was creating. He is a great team player, his collaborations with other team members or our OS partners have been very positive, and he has fun doing it! He was a joy to have on my team and I highly recommend Oskar for any 3D art role.
Jewell Morelli
Oskar is an extremely talented artist with a super keen attention to detail. During his tenure at Ghost Games he was our Vegetation domain owner, responsible for creating benchmarks, pushing quality and working closely with TA’s to create innovative shaders and workflows. Oskar is always looking for ways to improve the craft and push for quality in the art he was creating. He is a great team player, his collaborations with other team members or our OS partners have been very positive, and he has fun doing it! He was a joy to have on my team and I highly recommend Oskar for any 3D art role.
Jewell Morelli
Oskar is an extremely talented artist with a super keen attention to detail. During his tenure at Ghost Games he was our Vegetation domain owner, responsible for creating benchmarks, pushing quality and working closely with TA’s to create innovative shaders and workflows. Oskar is always looking for ways to improve the craft and push for quality in the art he was creating. He is a great team player, his collaborations with other team members or our OS partners have been very positive, and he has fun doing it! He was a joy to have on my team and I highly recommend Oskar for any 3D art role.
Jewell Morelli
Oskar is an extremely talented artist with a super keen attention to detail. During his tenure at Ghost Games he was our Vegetation domain owner, responsible for creating benchmarks, pushing quality and working closely with TA’s to create innovative shaders and workflows. Oskar is always looking for ways to improve the craft and push for quality in the art he was creating. He is a great team player, his collaborations with other team members or our OS partners have been very positive, and he has fun doing it! He was a joy to have on my team and I highly recommend Oskar for any 3D art role.
Experience
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MindArk
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Sweden
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Computer Games
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1 - 100 Employee
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Senior Environment Artist
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Aug 2020 - Present
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EA Gothenburg
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Sweden
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Computer Games
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1 - 100 Employee
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Environment Artist
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Sep 2016 - Jun 2020
At Ghost Games I took part in shipping two games in the Need For Speed franchise.As an environment artist, my main responsibilities were to deliver all the vegetation assets to our world building team. My daily tasks included creating assets based on scan data or manually constructed high poly models, as well as reusing and retrofitting old assets from previous titles.I took part in creating custom tools to properly author vertex color data on our vegetation assets, used for foliage wind animation. I redesigned the workflow for these tools and ended up writing most of them in Maya using the Python scripting language.We also depended on outsourcing partners in Shanghai, to whom I was responsible for supplying with reference material, feedback and finally approval of their delivered work.
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DICE (EA Digital Illusions CE AB)
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Sweden
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Computer Games
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300 - 400 Employee
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3D Artist
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May 2015 - Aug 2016
During my time at DICE I worked as a 3D artist on Battlefield 1.I started out making general props but eventually got moved to primarily assist in creating vegetation assets, where I worked closely with their Lead Vegetation Artist.Our work was a combination of high-end photogrammetry and traditional 3D modeling. We put particular care into making sure these assets had compelling visuals and destruction, while being highly optimized to keep the gameplay at a steady 60 frames per second.
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Expansive Worlds
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Sweden
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Computer Games
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1 - 100 Employee
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3D Artist
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Apr 2014 - Apr 2015
During my time at Expansive Worlds I was a general 3D artist.Working on "theHunter", I modeled and textured 11 weapons including rifles, handguns and bows. I also modeled and textured three animals; reindeer, alpine ibex and a labrador retriever. I also got to do a large part of the vegetation on the australian hunting reserve "Bushrangers Run", consisting of acacia and boab trees, as well as helping out with technical work on the vegetation for the alpine reserve "Val-des-Bois".In the midst of all this I also got the fortunate privilage of making dinosaurs! On the spin-off sibling "theHunter: Primal" I modeled and textured the T-Rex from start to finish, including a high poly model, as well as doing the same for the first iteration of the Utah Raptor, working closely together with animators, game designers and fellow artists.In all of my work, Expansive Worlds encouraged me to reach out to trusted members of their beta testers for feedback, some of them real-life hunters. I found this approach extremely valuable and noticed it gave a clear positive effect in the end result.
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Intern
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Sep 2013 - Apr 2014
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The Game Assembly / Hermods AB
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Sweden
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Computer Games
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1 - 100 Employee
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Student at The Game Assembly - Graphics Artist
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Aug 2011 - Aug 2013
Studied game development, specializing in art.In 2017 "The Rookies" announced the school as 2nd Best Game Design & Development school in the world. Studied game development, specializing in art.In 2017 "The Rookies" announced the school as 2nd Best Game Design & Development school in the world.
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C# Developer
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Dec 2009 - Feb 2010
My time at SciPark was a short term contract. My daily tasks consisted mostly of writing HTML scraping plugins for a news aggregator called Overview. These plugins were written in C# and utilized a lot of 'regular expressions'. My time at SciPark was a short term contract. My daily tasks consisted mostly of writing HTML scraping plugins for a news aggregator called Overview. These plugins were written in C# and utilized a lot of 'regular expressions'.
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Quicksearch - Feedback solutions
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Sweden
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Information Technology & Services
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1 - 100 Employee
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Web Developer C#.Net
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Jun 2009 - Oct 2009
During my time at Quicksearch I worked as a developer for a time report system that the company provided as a product for clients. The development consisted mainly of writing backend code in C# and SQL stored procedures to fetch data that would be presented for the end-user in a graphical interface.At times I also had direct contact with the clients over telephone. During my time at Quicksearch I worked as a developer for a time report system that the company provided as a product for clients. The development consisted mainly of writing backend code in C# and SQL stored procedures to fetch data that would be presented for the end-user in a graphical interface.At times I also had direct contact with the clients over telephone.
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Totiki AB
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Online Audio and Video Media
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1 - 100 Employee
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C# developer (Windows and Web)
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Aug 2008 - Oct 2009
At Totiki AB I was a part of their development team creating a social media aggregator software called Totiki. The service was provided both through web browsers as well as a Windows application.We were a small team where you had to wear many hats, so my daily tasks covered all bases of the software from data scraping all the way to the end user interface of both the web and Windows clients. At Totiki AB I was a part of their development team creating a social media aggregator software called Totiki. The service was provided both through web browsers as well as a Windows application.We were a small team where you had to wear many hats, so my daily tasks covered all bases of the software from data scraping all the way to the end user interface of both the web and Windows clients.
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Systems Developer / ASP.NET developer
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Apr 2008 - Aug 2008
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Education
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The Game Assembly
Video Game Graphics -
Ljud & Bildskolan i Varberg