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Chris Stone
Chris Stone
Senior Hard Surface Artist on VALORANT @ Riot Games
Los Angeles, United States of America

3D Hard Surface Artist / Designer who loves to tackle new challenges. Get in touch.

Resume PDF

Skills

Hard SurfaceWeapon Design3D ModelingDesignWeapon ModelingGunsGame Development

Software proficiency

Blender
Blender
3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Quixel Suite
Quixel Suite
Photoshop
Photoshop
Fusion 360
Fusion 360
Unreal Engine
Unreal Engine

Productions

  • Untitled
    • Video Game
      VALORANT
    • Year
      2020
    • Role
      Senior Weapons Artist
    • Company
      Riot Games
  • Blops 4.0
    • Video Game
      Call of Duty: Black Ops 4
    • Year
      2018
    • Role
      Weapons Artist
    • Company
      Treyarch Corporation
  • Images
    • Video Game
      Call of Duty: Black Ops 3 (DLC Weapons)
    • Year
      2016
    • Role
      Weapons Artist
    • Company
      Treyarch Corporation
  • Paladins logo dark cotr
    • Video Game
      Paladins: Champion of the Realm
    • Year
      2015
    • Role
      Weapons / Hard Surface Artist
    • Company
      Hi-Rez Studios

Experience

  • Senior Weapons Artist at Riot Games
    Santa Monica
    September 2017 - Present

    Set the quality bar for VALORANT Hard Surface assets. Responsible for modelling, texturing, rigging, UE4 shaders, documentation, and concepting when needed. Lead and art direct skin lines to ensure a high quality bar and collaboration between disciplines. Work together with Concept Artists, Animators, and Designers to define how assets function and interact with players with a focus on ensuring the best player experience.

    Create new team-wide communication and feedback processes in order to reduce unnecessary art revisions. Develop standardized workflows and pipelines for internal use and external vendors. Provide in-person training to raise vendor quality. Problem solve new ways to make asset creation processes faster and more efficient through the use of new software and cross discipline collaboration. Attend management training to improve cross-team collaboration.

  • BFA Instructor at Gnomon
    Los Angeles, CA, United States of America
    January 2019 - June 2020

    Teach Props and Weapons for Games. Create a 10 week lesson plan that is up to date with modern workflows. Responsible for the mentorship and growth of 8-14 students each semester, spanning from new students to current industry professionals. Received consistently high scores from students on the course material method of instruction.

  • Weapons Artist at Treyarch Corporation
    Santa Monica, CA
    January 2016 - August 2017

    Set the internal quality bar for weapons, attachments, and equipment for Black Ops 3 DLC and pre-production / early-production for Black Ops 4. Responsible for Modeling (blockout, high and low poly), Texturing, Rigging, and Concepting when needed.

    Work closely with Concept Art and Animation to ensure the best player experience. Problem solve new ways to speed up asset creation through the use of new software and through documents presented to both Engineering and Tech Art. Set up standardized file and scene management for both the team and outsource vendors. Create outsource documentation with the Outsource Manager.

  • 3D/Weapons Artist at Hi-Rez Studios
    Atlanta, GA, United States of America
    March 2015 - December 2015

    Work closely with the Concept Artist, Animators, and Leads to create interesting and functional weapons for players. Responsible for modeling, texturing, shading, rough animation blockouts, and concepting when needed