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Lucas Josefsson
Lucas Josefsson
Environment Artist at DICE
Stockholm, Sweden

Summary

Environment Artist with 9 years in game development, currently in AAA production at DICE. I build playable environments end-to-end, from preproduction visual targets and workflow development to blockout, production, optimization, and final polish. Production-forward, pragmatic, and collaborative, I focus on player readability, atmosphere, and shipping high-quality work under real constraints. Recent work includes two Battlefield 6 maps, Iberian Offensive and Saints Quarter

Skills

Texturing3D ModelingDigital Sculpting2D AnimationArchitectural DesignPipeline DevelopmentShadersGame DevelopmentWorld BuildingEnvironment ModelingMaterial ArtLightingEnvironment Design

Software proficiency

Frostbite Engine
Frostbite Engine
Metashape
Metashape
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Unity
Unity
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Jira
Jira
Helix Visual Client (P4V)
Helix Visual Client (P4V)

Productions

    • Video Game
      Battlefield 6
    • Year
      2025
    • Role
      Environment Artist
    • Company
      EA DICE
    • Video Game
      Metal Hellsinger
    • Year
      2022
    • Role
      Environment Artist
    • Company
      The Outsiders
    • Video Game
      Battlefield 2042
    • Year
      2021
    • Role
      Level Artist
    • Company
      EA DICE
    • Video Game
      Payday 2
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Starbreeze Studios

Experience

  • Level Artist at DICE
    Stockholm, Sweden
    May 2021 - Present

  • Environment Artist at The Outsiders
    Stockholm, Sweden
    December 2019 - Present

    Responsible for planning and building levels for Metal Hellsinger. Collecting references, planning, blocking out, making tasks for my team, handling Jira, tech solutions, as well as building art assets, shaders, dressing, and lighting the levels.

    Pretty much whatever needed to get the environments from a blank page to a fully finished product.

  • Environment/ Texture Artist at Starbreeze Studios
    Stockholm, Sweden
    April 2017 - September 2019

    Environment/Texture Artist at Project Crossfire

    2018–sep 2019

    At Project Crossfire I worked as a material specialist. Planning and creating a material library with tiling texture and trims for the environments, as well as helping out the character and hard surface team with substance designer and painter related tasks. I did a lot of R&D work building benchmark examples of materials with consistency and relation between different texture types to achieve the best possible result. Balancing PBR values in order to achieve a balanced image with a material palette that blends together well and works in different lighting conditions. Establishing Substance pipeline workflows to speed up material production across all art departments.

    Environment Artist at Payday 2

    2017–dec 2018

    I Shipped 9 DCL´s for Payday 2. As an environment artist, my task was to build shell mesh, props, materials, set-dressing, and lighting. I later got responsible for all textures and materials added to the game as well as helping out with the visual vision for entire levels, working very closely with art direction, narrative, and producers.