RESUME
KACPER NIEPOKOLCZYCKI             e-mail niepokolczycki@gmail.com           mobile +48 793 227 994          


PROFILE                                                   Environment artist with over 5 years of experience. Worked as environment artist on three AAA shipped titles for major consoles and PC.
Also worked on smaller titles. Responsible for creating high detailed, optimized 3d objects to be used in a game. Enjoying level art, taking basic blockouts to the next level. Loving video games since youth and very passionate about it.


SKILLS                               Creating high detailed 3d objects for games
Retopology, from high to low poly objects
Creating textures
Creating rich game environments
Quality assurance, game testing
Level art, composition and lighting
Photoscanning, creating photorealistic meshes and textures using digital photos
Optimalization - meshes, textures and whole game environments


SOFTWARE                         Unreal Engine 3/4 (experienced)
Red Engine 3 (experienced)
CryEngine 3 (intermediate)
Adobe Photoshop (experienced)
Autodesk MAYA (experienced)
Autodesk 3DS Max (basics)
Pixologic Zbrush (intermediate)
Substance Tools (basics)


EXPERIENCE                      


Environment Artist, Level Artist – Cyberpunk 2077 (TBA)
June 2016 - present, CD Projekt RED

      - environment art team coordinator
      - TBA




Environment Artist, Level Artist – The Witcher 3: Wild Hunt - Blood and Wine Expansion Pack (PC, PS4, XBONE)
February 2015 - May 2016, CD Projekt RED

      - environment art team coordinator
      - close cooperation with many teams
      - creating city of Beauclair, mostly level art, but also level design
      - creating few assets and materials
      - debugging and optimizing game




Environment Artist, level artist – The Witcher 3: Wild Hunt (PC, PS4, XBONE)
May 2014 - May 2015, CD Projekt RED

      - working on existing blockouts and taking it to the final stage
      - creating small blockouts, polish it to the final stage
      - desiging environments to fit a propper feel and mood
      - optimizing houses for Novigrad City




Environment Artist – Get Even (TBA)
September 2013 - May 2014, The Farm 51

      - TBA




Environment Artist – Deadfall Adventures (PC, XBOX 360)
June 2011 – July 2013 (nine months break, while working on the Painkiller project), The Farm 51

      - creating high detailed objects, based on concepts or references
      - optimizing objects for consoles needs
      - creating textures




Environment Artist – Painkiller: Hell and Damnation (PC, XBOX 360, PS3)
January 2012 - September 2012, The Farm 51

      - creating high detailed objects, based on original Painkiller concepts or designing new object fitting the game feel
      - optimizing objects for consoles needs
      - creating textures




Additional 3d artist – 9 Clues 2: The Ward (PC)
May - June 2013, Tap It Games

      - Creating sculpted mid-poly objects, used for creating environments over-painted by 2d artist




Additional QA – Iron Sky: Invasion (PC, XBOX 360, PS3)
October 2012, Reality Pump

      - Play testing beta version of the game, trying to find as much bugs and problems as possible



EDUCATION                       Jagiellonian University (European Games Academy)
Specialization: 3d modeling and animation, graduated 2012


Jagiellonian University
Specialization: applied computer science, graduated 2010


Pedagogical University in Kraków
Specialization: computer science teacher, graduated 2006


LANGUAGES                       Polish (native language)
English (fluent speaker and writer)


HOBBIES                             video games, movies, music, sport


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