Lucas Josefsson
Lucas Josefsson
Level Artist @ DICE
Stockholm, Sweden

Summary

Environment artist with specialization in texture and material creation. Experience in creating material library, balancing and polishing PBR textures for environments, characters and weapons. Working together with leads on pipeline and dworkflow development in order to make content faster and easier for me and my team. I always strive to get out of my comfort zone in order to push and improve my skills. I’m a social person that want to be in an environment with a team of likeminded to exchange knowledge and together push the quality and boundaries of this industry to the next level.

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Skills

Texturing3D ModelingDigital Sculpting2D AnimationArchitectural DesignPipeline DevelopmentShadersGame DevelopmentWorld BuildingEnvironment ModelingMaterial ArtLightingEnvironment Design

Software proficiency

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
Sublime Text
Sublime Text
SVN
SVN
Perforce p4v
Perforce p4v

Productions

  • Payday 2 cover
    • Video Game
      Payday 2
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Starbreeze Studios
  • Productproduct image 424723 0x0 q85 jpg 300x300 q85
    • Video Game
      Overkill's The Walking Dead
    • Year
      2018
    • Role
      Hard Surface Artist
    • Company
      Starbreeze Studios
  • Cover large
    • Video Game
      Raid World War 2
    • Year
      2017
    • 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.