Summary
Overview
Work History
Education
Skills
Timeline
Generic

Bonnie Rosenstein

San Luis Obispo,United States

Summary

I have worked for 20 years in the entertainment industry starting in Film/Commercial/Television. I transitioned to games in 2006 and during that time shipped 8 titles, multiple DLC packages and 8 non shipped titles/projects. During my time at Deviation Games, I found the greatest strength and joy of my career being the Lead Artist of internal and external teams. Combining my depth of experience in the field, with the highly skilled new generation of artists, together we created a magical blend that brought out the best of what the games industry should be. My goal going forward is to continue to help talented artists grow their strengths, find confidence in their work and to feel inspired by the work they are creating for the team, and for themselves. While still having artistic input and creation, my primary goal is to be the support behind each team individual that maximizes their creative output and workflow, while continuing to develop and hone new skills for each and all of us along the way.

Overview

21
21
years of professional experience

Work History

Lead Environment Artist

Deviation Games
03.2020 - 03.2024
  • Balanced artistic vision with technical constraints, ensuring optimal performance without sacrificing quality.
  • Conducted thorough research on architectural styles, materials, and historical context for accurate representation within game worlds.
  • Proactively identified potential issues during development process, proposing effective solutions to preemptively mitigate risks.
  • Collaborated with design team to create immersive and dynamic levels that improved player experience.
  • Assisted in the creation of environmental storytelling through careful placement of props and set dressing.
  • Improved pipeline workflow by developing and maintaining asset libraries for streamlined organization and accessibility.
  • Developed modular environment assets for increased efficiency and flexibility during level design phases.
  • Optimized assets for efficient performance, ensuring smooth gameplay on various platforms.
  • Participated in cross-disciplinary teams to ensure seamless integration of gameplay mechanics into environment designs.

Lead VR Artist

Collider
09.2019 - 03.2020
  • Contributed to creative process through original ideas and inspiration.
  • Implemented creative solutions for complex visual problems, elevating overall aesthetic quality.
  • Delivered polished final products by addressing bugs and implementing revisions based on feedback from QA testing sessions.
  • Enhanced game environments by designing realistic and visually appealing 3D models and textures.
  • Maintained up-to-date knowledge of industry trends and advancements in software tools, continuously improving personal skill set and techniques used in production processes.
  • Supported marketing efforts by providing high-quality in-game screenshots and promotional art showcasing the game''s environments.
  • Developed and implemented game levels with in-game mechanics.

Sr World Builder

Impulse Gear, Inc.
11.2017 - 09.2019
  • Created 3D models, textures, animations and other assets for multiple video games.
  • Created prototypes based upon design ideas via block out in the levels,
  • Enhanced player experience by designing and implementing engaging game levels and mechanics.
  • Supported team members in achieving project goals, fostering a collaborative work environment for efficient problem solving.
  • Implemented lighting solutions that enhanced mood, atmosphere, and storytelling in each level of the game environment.
  • Optimized in-game assets for improved performance for VR
  • Collaborated with game designers to create engaging and visually appealing game environments.

Environment Artist

Electronic Arts (EA)
09.2006 - 09.2017

Projects worked on during my tenure at Electronic Arts

  • Star Wars, action/adventure - Not shipped
  • Battlefield Hardline - Shipped
  • Battlefield 4 - Shipped
  • Dead Space 3 - Shipped
  • Dead Space 2 - Shipped
  • Dead Space - Shipped
  • God Father 2 - Shipped
  • Def Jam ICON - Shipped
  • Unreleased Marvel - Not Shipped
  • Worked closely with lighting artists to ensure proper integration of environment assets within scenes, enhancing visual appeal.
  • Contributed to the development of AAA titles by creating high-quality environment assets in a timely manner.
  • Participated in regular feedback sessions, refining artistic direction and maintaining consistency across projects.
  • Consistently met project deadlines while managing multiple tasks simultaneously under pressure.
  • Established documents outlining concept, art, deliverable specifications, game flow charts and overall content to help keep projects moving and teams working together cohesively.
  • Balanced artistic vision with technical constraints, ensuring optimal performance without sacrificing quality.
  • Collaborated with design team to create immersive and dynamic levels that improved player experience.
  • Assisted in the creation of environmental storytelling through careful placement of props and set dressing.
  • Developed modular environment assets for increased efficiency and flexibility during level design phases.
  • Optimized assets for efficient performance, ensuring smooth gameplay on various platforms.
  • Delivered polished final products by addressing bugs and implementing revisions based on feedback from QA testing sessions.
  • Created 3D models, textures, animations and other assets for multiple video games.

CG Generalist

Hillenbrand Entertainment
02.2005 - 12.2006

Texture Artist

Digital Domain
01.2005 - 11.2006
  • Flags of Our Fathers (film)

Environment Artist

USC Institute for Creative Technologies
03.2005 - 12.2005
  • Integrating Architecture Project (classified US military project)

CG Generalist

Adhesive Minds Design Group
06.2005 - 11.2005
  • Panorama Towers (sales media CG animations)

Texture Artist

Rhythm and Hues
11.2004 - 06.2005
  • Night at the Museum (film)

Modeler, Texture artist, Layout artist

Digital Domain
02.2004 - 06.2005
  • Aeon Flux (film)

CG Generalist

Zoic Studios
05.2004 - 10.2004
  • Angel Series (episodic television)
  • Looney Tunes Back In Action (in-game cinematics)

CG Generalist

Imaginary Forces
01.2004 - 05.2004

CG Generalist

Motion Theory
03.2003 - 11.2003

CG Generalist

Entertainment Tonight
03.2003 - 07.2003
  • CG generalist

Education

Certificate - Maya Specialist, Visual Effects

Gnomon
01.2003

Bachelor of Fine Arts - BFA - Illustration

Kansas City Art Institute
01.1999

Skills

  • Project Management
  • Outsourcing Management
  • Outsourcing Art Direction
  • Team Leadership
  • Cross-functional Team Leadership
  • World Building
  • Maya
  • Story Telling
  • Substance Painter
  • Frostbite

Timeline

Lead Environment Artist

Deviation Games
03.2020 - 03.2024

Lead VR Artist

Collider
09.2019 - 03.2020

Sr World Builder

Impulse Gear, Inc.
11.2017 - 09.2019

Environment Artist

Electronic Arts (EA)
09.2006 - 09.2017

CG Generalist

Adhesive Minds Design Group
06.2005 - 11.2005

Environment Artist

USC Institute for Creative Technologies
03.2005 - 12.2005

CG Generalist

Hillenbrand Entertainment
02.2005 - 12.2006

Texture Artist

Digital Domain
01.2005 - 11.2006

Texture Artist

Rhythm and Hues
11.2004 - 06.2005

CG Generalist

Zoic Studios
05.2004 - 10.2004

Modeler, Texture artist, Layout artist

Digital Domain
02.2004 - 06.2005

CG Generalist

Imaginary Forces
01.2004 - 05.2004

CG Generalist

Motion Theory
03.2003 - 11.2003

CG Generalist

Entertainment Tonight
03.2003 - 07.2003

Certificate - Maya Specialist, Visual Effects

Gnomon

Bachelor of Fine Arts - BFA - Illustration

Kansas City Art Institute
Bonnie Rosenstein