Kip Carbone
Kip Carbone
Art Director | Lead Artist
Austin, United States

Art Director with BFA in Computer Animation and more than ten years’ experience creating highly detailed, believable, and immersive 3D environments and props for video games. Proficiencies include compelling world building, extraordinarily levels of polish, junior artist mentoring, cross-divisional collaborations, and creative problem solving. Deep exposure to start-up, entrepreneur-run studios, and the ensuing self-sufficiency required to thrive within them. Intelligent, AAA focused, budget conscious, cooperative, and fair.

Resume PDF

Skills

Art DirectionHard Surface ModelingLightingGame DesignGame DevelopmentWorld BuildingShadersTeam ManagementPBR TexturingTexture BakingPBRPipeline CreationEmpathy

Software proficiency

3ds Max
3ds Max
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Marvelous Designer
Marvelous Designer
World Machine
World Machine
xNormal
xNormal
Quixel Suite
Quixel Suite
CrazyBump
CrazyBump
Substance B2M
Substance B2M

Experience

  • Lead Environment Artist at Escape Velocity Entertainment
    US
    June 2024 - Present

  • Lead Environment Artist at Raven Software
    December 2022 - January 2024

  • Art Director at Stray Bombay Company
    SEATTLE
    January 2019 - January 2021

    ► The Anacrusis

    Executed iconic groovy indie aesthetic for startup, ground-up cutting-edge pipeline focused on AAA quality art, drive external vendors/budget, fostered team through ownership, professional growth, respect.

  • Senior Environment Artist at Cold Iron Studios
    San Jose, California
    October 2016 - January 2019


    ► Aliens: Fireteam Elite

    Architected unique holistic approach for workflow in modern cutting edge environment pipeline; working deeply entrenched with design and highly tech driven. Define artistic vision of Art Director and contribute own, mentor teammates, build prototypes, manage offsite contractors.

  • Senior Environment Artist / Team Lead at Armature Studio
    Austin, United States of America
    June 2010 - September 2016

    Workflow and PBR pipeline architect for artists; drive budget/resources, interpret art director’s vision and contribute own, define game style, build prototypes, prep exec pitches, develop build automation and visual language that is easily adopted, and mentor teammates

    ► Recore

    ► Borderlands: The Pre-Sequel

    ► Batman Arkham Origins: Blackgate

    ► Injustice: Gods Among Us

    ► Multiple Unshipped Projects

  • Environment Artist at Trion World Network
    San Diego, United States of America
    March 2009 - June 2010

    Specialized in high-end point of interest assets, texturing and lighting, and assembled levels in proprietary editor

    ► Defiance

  • Environment Artist/Lead at Bottlerocket Entertainment
    Carlsbad, United States of America
    July 2007 - February 2009

    Team lead; start-to-finish level creation, incl. modeling, texturing, and lighting

    ► Splatterhouse

  • Environment Artist at Retro Studios
    Austin, United States of America
    October 2005 - July 2007

    Built, textured, and lit level geometry; worked in extremely close knit, positive team that embodied creativity on acclaimed AAA franchise

    ► Metroid Prime III: Corruption

  • Lighting Technical Director at Rhythm & Hues
    Los Angeles, United States of America
    January 2005 - October 2005

    Created lighting and rendering of CG characters for feature film requiring extremely high level of polish and nuance management of every detail

    ► The Chronicles of Narnia: The Lion, The Witch and the Wardrobe