Portfolio: aclund3.artstation.com/
I am a Senior World Builder / 3D Environment Artist with a previous career in architecture and strengths in world building, spatial composition, and set dressing. I am also proficient in foliage/vegetation creation and placement, hard-surface sci-fi modular assets, prop modeling, PBR texturing, material authoring, and lighting.
I am all about crafting gameplay spaces that are visually compelling and functionally believable - whether through architecture and 'city' planning or natural wilderness. My goal is always to create rich and grounded worlds that leave players with an unforgettable experience.
Wonder Woman
-POI Lead
Operated as lead for multi-stage POI, overseeing the work of ~10 people; ensuring output matched concept and adjusted per Art Direction
-POI Art Layouts
Shaped spaces, defined views and compositions with World/Level design on multiple POIs containing numerous golden path locations.
-Architecture and Modular Kit Asset Production and other misc Environment Art and World Building
-External Development Liaison
Created briefs with detailed steps, provided insight on proprietary tools, art direction, and additional support to our external development partners
Astro Bot (2024 Game of the Year!)
-Unique asset and modular kit production, materials, and world building.
State of Decay 2: Homecoming
World building, set dressing, lighting, foliage, and other various environment art for the Trumbull Valley map as well as foliage overhaul for the Providence Ridge, Cascade Hills, Meagher Valley, and Drucker County maps in subsequent releases.
Aliens: Fireteam Elite
World building and lighting of the slimy alien hive environments.
The Walking Dead: Saints & Sinners
Team lead for asset optimization on the Oculus Quest and Quest 2 VR headsets.
Oculus Quest VR Home Environments (Winter Lodge and Cyber City)
Mid-poly asset production, lighting, and scene management
In addition to my previous duties, I Co-Project Managed a building envelope retrofit project at a 13-building resort in Hawaii, where BET&R served as the Project Architect. I was involved in and/or ran daily meetings with the Client and their Representatives, the General Contractor (and their Sub-Contractors), and product Manufacturers regarding all manners of construction, building envelope (skin), and architectural design decisions.
Internally, I also began to co-manage the Cladding Department.
In addition to my previous duties, I designed entire building envelope systems (roofing, cladding, waterproofing, etc.) for construction and coordinated those designs with Client, Architect, General Contractor, and product Manufacturers.
At this time I also began internally managing the CAD and Architecture Departments, organizing and facilitating section/department meetings as the Director of Graphics for BET&R. I created and established new protocol for BET&R drawings to comply with the National CAD Standard. I also oversaw the task force which defined expectations for Design and Document Production standards for BET&R as a whole.
In addition to my previous duties, I went on-site as a field building envelope technologist/monitor for ongoing active construction. I wrote daily field reports based upon observations as built conditions related to design documents and coordinated design expectations and construction realities between Client, Architect, General Contractor and their Sub-Contractors.
From 2007-2009 I was an intern at Building Envelope Technology & Research (BET&R) creating isometric, plan, elevation, perspective, and sketch drawings for construction drawing sets while attending the University of Washington for Architectural Studies.
Following graduation in 2009, I came on full-time and designed building envelope (skin) solutions. I also assisted with on-site building system failure forensic investigations and office IT work.