Nick is a game developer focused on 3D environment art and world building. His experience is extensive, covering all aspects of the Environment pipeline on live GaaS MMORPGs, from pre-production through launch, into years of live service. He is an adaptable artist who will use his considerable experience to fill gaps and facilitate the specialists on the team. Nick enjoys devising systems to break large problems into smaller, more manageable pieces, and creating workflows that speed up and improve the quality of not only his own work but that of his team. He is a solid communicator and will interface and collaborate with other departments to ensure that our environments don't just look their best, but are also well scoped, on time, performant, bug-free, and service the game play needed.
Star Trek Online
• Led a team of artists to build our primary social hub.
• Mentored junior artists through working with our proprietary engine.
• Developed workflows and shaders that allowed us to create 35 destroyed starships in a matter of weeks, when previously we would have only been able to do about 5.
• Worked with tools programmers to develop improvements to our proprietary editors.
• Created multiple fully modular kits, allowing for the assembly of larger, more varied maps without requiring a ton of new assets.
• Collaborated closely with Design to ensure environments serviced engaging gameplay.
• Created PBR pipeline in non-PBR engine.
• Worked with our Outsourcing team to set standards and intake assets.
• Made Environment art for 25+ content releases, and 4 expansion packs.
Champions Online, Star Trek Online, Internal Projects
• Created numerous iconic interiors from the Star Trek franchise.
• Built important locations in Champions, like our primary social hub.
• Created documentation for processes and data within our game for regular use by both Art and Design.
• Led a team of artists to build a multi-block section of city for a map in Champions.
• Developed new planetary shaders allowing for higher fidelity and more variation.
• Created prehistoric jungles for an unreleased project.
• Recreated a neighborhood from 1890s London for another unreleased project.
City of Heroes/Villains, Champions Online, Internal Project
• Worked with fellow artists to build out a number of wilderness zones as well as numerous interior maps for Champions Online.
• Built the City of Villains zones Recluse’s Victory and The Abyss.
• Worked on internal R&D projects.
• Created the City of Heroes/Villains Auction Houses.
City of Heroes/City of Villains
• Detailed City of Villains Zones like Bloody Bay, and Cap Au Diable.
• Created various mission maps from pre-existing assets.
• Added new pieces to existing kits to flesh things out, add more variety, and build specific locales in the game.
• Created destructible objects for Mayhem Missions.