Andres Munar
Andres Munar
Hard Surface Artist at Respawn Entertainment
Vancouver, Canada

Hard Surface Artist

Skills

Hard Surface ModelingHigh-poly ModelingPBR TexturingEnvironment ModelingTexture BakingWeapon ModelingUV MappingLow-poly Modeling

Software proficiency

Fusion 360
Fusion 360
3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Quixel Suite
Quixel Suite
ZBrush
ZBrush
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
CRYENGINE
CRYENGINE
Modo
Modo

Productions

  • Hivebuster cover
    • Video Game
      Gears 5: Hivebusters
    • Year
      2020
    • Role
      Hard Surface Artist
    • Company
      The Coalition Studio
  • Gears 5 as
    • Video Game
      Gears 5
    • Year
      2019
    • Role
      Weapon and Vehicle Artist
    • Company
      Microsoft - The Coalition
  • Heat as
    • Video Game
      Heat
    • Year
      2018
    • Role
      3D Environment Artist
    • Company
      CodeHatch
  • Rok banner artstation
    • Video Game
      Reign of Kings
    • Year
      2015
    • Role
      3D Environment Artist
    • Company
      CodeHatch
  • Starforge banner artstation
    • Video Game
      Starforge
    • Year
      2014
    • Role
      3D Artist
    • Company
      CodeHatch

Experience

  • Hard Surface Artist at Respawn Entertainment
    Vancouver, Canada
    March 2021 - Present

  • Hard Surface Artist at The Coalition Studio
    Vancouver, Canada
    April 2020 - March 2021

    • Shipped Gears 5: Hivebusters

    • Working closely with the design and concept art teams to develop new weapon

    skins.

    • High Resolution hard surface modeling, texturing, and asset integration inside

    Unreal Engine. Rigging rigid body assets.

    • Overseeing quality of assets delivered by our outsourcing partners, and providing

    feedback for them.

  • Hard Surface Artist at Creative Assembly
    Horsham, United Kingdom
    April 2019 - April 2020

    • Tasked with creating weapons and character equipment for an unannounced FPS,

    working with the team that created Alien: Isolation.

    • Worked closely with Art Direction to establish a distinct look for weapons and

    character gadgets in a new IP.

    • Responsible for the entire game art asset pipeline. Reference gathering, Initial

    block-out, High res, game res, UV's, baking, and texturing.

    • Strong emphasis on ensuring assets function mechanically as they would in the real

    world.

  • Weapons and Vehicles Artist at Microsoft - The Coalition
    Vancouver, Canada
    July 2017 - April 2019

    • Part of the team that shipped Gears of War 5.

    • Prototyping new weapons and vehicles based on 2D concepts. Ensuring these new

    assets fit our artistic language, while meeting the needs of the animation and

    game-play teams.

    • High Resolution hard surface modeling, texturing, and asset integration.

  • 3D Environment Artist at CodeHatch
    Edmonton, Canada
    June 2014 - June 2017

    - High / Low poly modeling and PBR texturing of environment assets, weapons, foliage, and props.

    - Responsible for creating the entire game worlds. Layout, composition, Meshing.

    - Led the push for implementation of scanned photogrammetry assets.

    - Outsourced asset quality management.

  • Environment Art Intern at Brink3D
    Calgary, Canada
    January 2014 - May 2014

    Creating the environments from the ground up for an indie FPS. Level design, modeling, texturing and implementation in Unity.