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

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 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D 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.

    - Create product decks to identify opportunities and set product direction on skins.

    - Pitch, lead, and art direct skin lines to ensure a high quality bar and collaboration between disciplines.

    - Responsible for the idea and art direction of Prime and Glitchpop, our two most popular weapon skins.

    - Create and define style guides, standardized workflows, documentation, and develop new pipelines with leads, outsource managers, and engineering/tech art.

    - Train incoming artists, outsource managers, and external vendors.

    - Provide feedback and oversee over 500+ weapon skins.

    - Manage stakeholder expectations in order to create a more predictable production pipeline.

    - Improve team-wide communication and feedback processes in order to reduce unnecessary art revisions.

    - 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.

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

    - Teach BFA - Props and Weapons for Games course at Gnomon.

    - Responsible for mentorship and growth of students. Provide a syllabus of weekly work required as well as any relevant 3d examples needed.

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

    - Create weapons, attachments, and equipment for Black Ops 3 DLC.

    - Create optimized workflows and set the quality bar for Black Ops 4.

    - Responsible for Modeling (blockout, high and low poly), Texturing, Rigging, and Concepting when needed.

    - 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 Artists, Animators, and Leads to create interesting and functional weapons.

    - Responsible for modeling, texturing, shading, rough animation blockouts, and concepting when needed.