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Nexuiz (CryEngine 3, Xbox 360, PC, 2012)


Personal (UDK 2008-2012)


Warhammer Online (PC, 2008)


Chris Holden  chris@chrisholden.net  download .doc resume
I've been making video game professionally for over sixteen years specialize in world art, mentoring and management.

  • Primary Skills: World Art Production and Management (modeling, texturing, UVs, collision, training, managing and outsourcing)
  • Secondary Skills: Level Design and Documentation (concepting, layouts, rapid prototyping, writing detailed technical guides and creating examples for internal and outsourced artists)
  • Programs: 3d Studio Max, Mudbox, Photoshop, Maya, Unreal Engine 3, Cryengine 3



  •      
      Lead Artist at Illfonic Illfonic – Nov 2009 to Apr 2013
    AMD Techdemo Project Phoenix A high end techdemo using CryEngine 3 featuring all the latest in DX11 technology. I created original level layout, planning, asset lists documention and managed a small team of artists. I also heavily in charge of optimziation of draws, lod distances, tricounts, etc. After completion I was laid-off due to budget.
    While currently unreleased (13-04-2013) you can see the original shakey-cam of a snippet from GDC.

    Crysis 3 Due to our expertese in CryENGINE 3, we worked with Crytek in the optimization of Crysis 3. My duties involved optimizing draw calls, triangle and texture use in buildings. Managing a small team optimizing other assets, and documenting the progress for delivery to Crytek.

    Nexuiz STUPID Mode DLC: Mainly for benchmarking DX11 features. This is a VERY high end version of Nexuiz featuring more detailed meshes, full size textures, mesh tessellation, and so on.

    Nexuiz Duel Mode DLC released Jul 18, 2012 on steam. In charge of creating custom level art for duel level design provided.

    Nexuiz initially released as a part of the Xbox Live Arcade House Party February 29, 2012, and afterwords released on Steam for PC. Lead Artist on Nexuiz for Xbox 360 Arcade and PC using CryEngine 3. My duties included managing all art assets over multiple levels, and working with outsourcing.

       World Art Lead on Warhammer Online: Age of Reckoning, PC Mythic Entertainment – Oct 2008 to Feb 2009
    After shipping Warhammer Online: Age of Reckoning, I was promoted to World Art Lead in charge of outsourcing art. My duties included training an outsourced Indian art studio in the technical aspects and Warhammer art style, documenting daily feedback and creating work orders. After the training process, I was in charge of outsourcing art to the studio in India as well as one in China. Additionally, I was proactive between many teams supplying feedback on the live game of exploits and bugs through spending countless hours in the trenches of the game.

     World Artist on Warhammer Online: Age of Reckoning, PC Mythic Entertainment – Mar 2006 to Oct 2008
    I began creating environment assets for all races including large interior and exterior dungeons, buildings, and smaller props such as wagons and banners. My duties included modeling, UVs, materials and collision. Mid development, I switched by choice to the Dungeons Team, and was invovled in all aspects of the creation of three end game dungeons.
       Contract Artist on Dungeon Runners, PC NCsoft Austin - Feb to Mar 2006
    I modeled and textured sixteen low poly weapons, textured five elemental variations for each weapon and created icons for each.
       Lead Designer and Art Manager on NanoLegends, PC  Commgraphics – Apr 2004 to Nov 2005
    As co-creator and designer of this hybrid platformer/shooter/driving educational game, I wrote most of the design doc, designed all game levels (models, textures, lighting, monster placement), managed the art team and additional game assets (monsters, vehicles, items).

     Co-Creator of NanoLegends, PC   Commgraphics – Oct 2003 to Dec 2003
    NanoLegends was designed as an educational adventure game teaching cellular biology to high school students with the goal of making learning fun and effective. Created in the Serious Sam engine in three months, and received the highest rating from the National Institute of Health. I designed, built and textured the characters and level.
       Senior Artist on Goblin Commander, PS2, XBOX and Gamecube  Jaleco Entertainment – Aug 2002 to Feb 2004
    I designed environments, tile sets, and map models. Worked directly with a technical artist to design a destructible geometry system which can be seen in game play.

       Lead Artist on Gore for PC  4d Rulers Software Inc. - Sep 1997 to Aug 2002
    Designed all 2d wall textures, map objects, weapons skins, effects, and some character textures. Managed material files, assigning shader definitions and impact effects. Modeled and textured dozens of environment objects. Designed the single player missions layout, story line and worked directly with designers to ensure playability. Managed several artist and designers. Created an art database of high resolution textures and high detail meshes for future products such as Secret Service: Security Breach and Patriots: A Nation Under Fire (developed after my departure from the company).
       Contract Artist on Zaero: Mission Pak for Quake 2 for PC  Team Evolve - 1997
    Made nearly 200 wall textures for this project, and created over 10-20 skins for this successful commercial project.
       Texture Artist on Quake 2: Extremities for PC  Level Infinity - 1997
    I created over 10 player skins for Red Rover. They include skins for the male and female player models by id software. Red Rover included in the commercial add-on for Quake 2 titled Quake 2: Extremities.

    05.2013