Lucas Josefsson
Lucas Josefsson
Environment Artist/ Texture Artist
Stockholm, Sweden

Summary

Environment artist with specialization in texture and material creation. Expertise in creating material library, balancing and polishing PBR textures for environments, characters and weapons. Working together with leads on pipeline and workflow 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.

Resume PDF

View

Skills

Texturing3D ModelingDigital Sculpting2D AnimationArchitectural DesignPipeline DevelopmentLightingGame DevelopmentEnvironment ModelingEnvironment Design

Software proficiency

Maya
Maya
Substance Painter
Substance Painter
Substance Designer
Substance 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

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

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

    Environment/Texture Artist at Project Crossfire

    2018–sep 2019

    As a part of the material art team my focus is creating a material library with tiling textures, trim-sheets and texture atlases. I mostly work with environments, breaking down levels, identifying what materials that is needed, balancing and polishing PBR textures. Lately I have been helping various teams such as hard-surface and character with material and substance tasks, as well as improving the Substance pipeline for the project as a whole.

    Environment Artist at Payday 2

    2017–dec 2018

    Responsible for the texture/material production and pipeline in the Payday team, including quality benchmark, performance and optimisation. Building base mesh and

    architecture for levels, as well as set-dressing and lighting. Collaborating close across all departments such as, design, narrative, production and tech.