Jericho Green
Verified Expert in Design
Designer
Los Angeles, CA, United States
Toptal member since December 10, 2019
Jericho is a motivated and qualified artist with a proven record of delivering exceptional results on large-scale projects. His talent is backed by several years of experience fully realizing and building varied, complex 3D media, with expertise in creating immersive, photorealistic results.
Portfolio
Work Experience
Maps Art Lead
Electronic Arts
- Managed and directed all map efforts across the entire game.
- Led a team of eight, including 3D generalists, 3D world builders, UE4 lighting artists, senior environment artists, and senior destruction artists.
- Created and drove the process of creating fully 3D environments that all fit within an established IP.
- Directed the look, pipeline, workflow, and all techniques related to creating Maps for a realistic, well-known first-person shooter.
Art Director
Scopely
- Managed artists building content and features for a popular mobile game.
- Oversaw artists working on live content to be delivered weekly.
- Supervised and directed UX and UI personnel to break down and ideate through gameplay specs to create mockups and prototypes.
- Managed and directed the art and UI team through the iterative process of creating final assets and features of approved mockups and prototypes.
- Held accountable for visual standards and reception from the games' top performers and the game community at large.
Art Director
KIXEYE
- Directed the 3D art department, 2D concept department, UI department, and UX department to ensure visual quality across all visual aspects of War Commander: Rogue Assault (WC:RA), KIXEYE's flagship mobile strategy game.
- Set the bar high and guided the team to deliver quickly and efficiently while managing a data-driven live product and schedule.
- Worked based on goals set by the product team with the leadership team or pod to develop each major feature.
- Provided guidance on art scope and worked directly with the project managers to plan a schedule around the tasks that I broke down from the spec.
- Monitored metrics and data sets, like how many people play the game every day (DAU), where and why they made purchases, and how much they spend (LTR), as well as first impressions from traffic driven in by paid and organic installs.
- Took product decisions and transformed them into what has been described as the "best looking AAA mobile game out there" while keeping a trained eye on ROI.
- Received many five-star store ratings that have mentioned explicitly the art and top-of-the-funnel cohorts have high first impressions of WC:RA.
Associate Art Director
KIXEYE
- Transformed KIXEYE’s flagship mobile app, War commander: Rogue Assault, by completely redesigning the art process, its entire asset library, and the UI.
- Managed the team, developed high-level features, factored in financials with respect to player-facing content, designed and implemented mass marketing materials, and represented the WC:RA art department for KIXEYE.
- Worked directly with the tech lead to create shaders, workflows, and tools to bring AAA visuals to a mobile platform.
- Directed a complete visual re-skin of the original game and brought a look and feel not yet seen in the mobile industry.
Lead Environment Artist
KIXEYE
- Created an art pipeline that could expand the level creation bandwidth for WC:RA.
- Set the bar by creating levels and assets that other artists used as a guide for their work.
- Mentored junior artists and helped the art director find and interview new talent when needed.
- Worked with engineers and tech artists to get frame rates and memory goals set and met while still delivering a high-quality, polished look.
Senior Environment Artist
Electronic Arts (EA Games)
- Led the final creation of the fifth level of the campaign named "Kunlun Mountains" (prison escape) on Battlefield 4.
- Delivered layout, iteration, and polish on terrain and vistas.
- Took the level from approximate mesh to completion as the world builder. Managed and requested outsourced assets.
- Defined and created the main level materials set for the physically based rendering (PBR) shader and light model.
- Authored PBR-specific albedo (diffuse), roughness, normal, and blend maps for main level tilable textures.
- Worked closely with combat scripters to create interesting combat spaces.
- Worked with all disciplines to manage data going into the level.
- Tracked and maintained rigorous performance standards across five platforms (PS3, Xenon, XBone, PS4, and PC).
- Planned and executed the final polish and mood tuning for the level as a complete experience.
- Shipped a quality product within a very short development cycle.
Instructor
The Animation Workshop
- Instructed four large groups of third-year CG film students on how to take fully CG environments from animatic/concept to final completion/render.
- Integrated industry techniques on scene and data structure using referencing to manage extremely heavy scenes containing several elements that could potentially crash Maya if not managed properly.
- Provided guidance and instruction during the process of creating environments for students' bachelor projects (5-10 minute shorts) that are to be completed within nine months.
- Workshopped advanced lighting techniques, file/scene structure, advanced modeling tips and tricks, and general situational experiences from working in the industry.
- Gave an all-campus lecture about my experiences crossing over from film to entertainment software (games). Showed examples of my publicly released work on the Tomb Raider reboot to promote the project and to show examples of game environments that I created using techniques via material focus that i learned from past film projects.
Senior Environment Artist
Crystal Dynamics
- Led the creation of several levels of Tomb Raider 9 (2013 Reboot) and their parts, including planning, world building, modular kits, kit bash sets, destructibles, vistas, lighting, texturing, Node-based scripting, shader creation, material creation/tuning, streaming setup, look development, R&D, and the final polish.
- Mentored juniors and other seniors.
- Trained nearly all new environment staff who were hired between late 2009 to mid 2012.
- Worked directly with Engineering to develop features for the proprietary engine/editor (Horizon) and Maya tools.
Instructor
The Animation Workshop
- instructed the Environments in CG international bachelor's program.
- Guided 21 second-year students through an instruction and workshop to set up and complete seven 30-second shorts. This course was aimed to inform the students how to realize, organize, and execute fully CG sets and scenes.
- Covered techniques including custom setups for Maya with an emphasis on modeling, setting up complex urban environments, and creating an asset library.
- Instilled an understanding of polygonal, catmull clark, and NURBS tessellation and how and when to use/edit these types of mesh.
- Taught students how to identify close-up elements, mid-range elements, and distance elements through varying degrees of parallax.
- Gave students an in-depth course on camera projections as well as advanced poly UV tips and custom tools.
Environment Aritst
Electronic Arts (EA Games)
- Helped develop levels for demos and vertical slice for Medal of Honor Tier One Operators.
- Contributed to world building, modeling, texturing, material creation, and data management using Unreal 3.
3D Generalist
Motion Theory
- Created full CG environments and elements for high-profile commercial spots airing on Super Bowl XLIV.
- Built full CG environments for a Callaway commercial spot.
Lead Environment Artist
Factor 5
- Worked directly with tech leads to develop and manage a destructible open-world city environment. Worked directly with concept teams to develop a stylized art deco city.
- Established and managed the creation pipeline for environment artists to follow.
- Mentored a team of Environment Artists as well as helped with the screening and hiring of new talent.
Environment Aritst
Factor 5
- Modeled and assembled stylized cities for an open-world game.
- Created various styles of in-game foliage, architectural, and terrain type assets.
- Built strong relationships with art leads and director to understand and execute highly stylized assets.
- Worked under strict look guidelines for all elements going into the game.
Character TD
Palma VFX
- Created nine massive Maya files that became EA's famed "Create a Player" tool.
- Created/sculpted thousands of facial and body blend shapes.
- Modeled and textured licensed and un-licensed clothing for pro/fantasy characters.
- Connected mesh shape, shader, and blend shape nodes to the proprietary game engine.
3D Modeler
The Orphanage
- Modeled and UV-ed hi-res, complex art deco buildings for shots containing Metropolis for the film Superman Returns.
Lead Environment Artist
LiDAR VFX
- Operated LiDAR scanners to generate pointclouds of real-world locations and film sets.
- Aligned and stitched combined light intensity data from the scans to assemble pointclouds.
- Modeled—using the point-cloud data as reference—clean, millimeter-accurate geometry to be used as tracking elements or rendered in the final plates.
- Used long range LiDAR capture equipment to create award-winning VFX. Built millimeter-accurate models of sets and locations ranging from urban sprawl to kilometers of rugged countryside.
- Contributed to major film projects including Batman Begins, Fantastic Four, Elektra, The Ring 2, The Chronicles of Narnia, Constantine, Mr. and Mrs. Smith, A Sound of Thunder, Catwoman, I Robot, Ladykillers, The Chronicles of Riddick, Scooby Doo 2, Around the World in 80 Days, Garfield, The Day after Tomorrow, The League of Extraordinary Gentlemen, The Cat in the Hat, and 2 Fast 2 Furious.
Environment Aritst
Poliform USA
- Modeled, shaded, lit, and animated hyper-real environment fly-throughs for clients including Bang and Olufsen, Michael Jordan, and Brittany Spears.
- Deciphered architectural plans to convey what their final project/remodel would look like.
- Maintained strict adherence to realistic-looking results, quality being my top priority.
- Kept to a strict timeline.
Education
Degree (BFA Equiv.) in 3D Art
Gnomon School of Visual Effects - Hollywood, CA
Skills
Tools
Adobe Photoshop, Photoshop CC, Autodesk Maya, Arch Viz, Substance Designer, Unreal Engine, Houdini, Adobe CC, Maya, Substance Painter, CAD, ZBrush
Platforms
Windows, Xbox, PlayStation
Industry Expertise
Games
Other
Character Design, Art Direction, Styling, 3D Art, Game Design, Architectural Modeling, Architectural Rendering, Material Design, PBR Texturing, 3D Texturing, Exterior 3D Modeling, Hard Surface Modeling, Mobile Game Development, UV Mapping, Photorealistic Rendering, 3D Rendering, 3D Product Modeling, 3D Modelers, 3D Design, Unreal Engine 4, Mobile Game UI, Mobile UI Design, Mobile UX Design, Unity3D, Unreal Engine 5, Industrial Design, Unity, LiDAR, Mobile Games, Military, Strategy Games, Environmental Design, Video Games, App UI, Multiplayer, Mobile Game Design, Esports, PBR Workflow, Art, First-Person Shooter, Product Marketing, Physics Simulations, 3D Lighting, Architectural Visualization, Furniture Design, Unity Game Assets, Game Design, Virtual Reality (VR), Game Development, Motion Capture, UI Prototyping, Prototyping, Management, Environment
Experience
Tools
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