Summary
Overview
Work History
Education
Websites
Timeline
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Sean Montplaisir

Honolulu

Summary

A versatile and multi-faceted 3D Artist with over 10 years of experience in 3D Art and Technical Art, specializing in video games, AI training, and various AR/VR applications. Proven track record of delivering high-quality assets and optimizing performance for various platforms. Strong expertise using modern art pipelines, lighting, optimization, and training global art teams.

Overview

2026
2026
years of professional experience

Work History

Technical Artist

Meta
2024 - Current

Technical Artist – Horizon Worlds (VR/AR)

  • Collaborate with cross-disciplinary teams to design, optimize, and integrate next-gen 3D assets for Horizon Worlds.
  • Develop efficient real-time shaders and procedural tools to improve iteration speed and visual fidelity.
  • Prototype performance-optimized environments for immersive social VR spaces on Meta Quest hardware.
  • Define technical art workflows balancing creative vision with engine constraints; support tool rollouts and artist training.

Senior Visual Artist

Nvidia
01.2022 - 01.2024
  • Created 3D props, vehicles, people, and environments for AI and ML testing for autonomous vehicles
  • Developed visually stunning environments and managed lighting for conference stage demos, reaching millions of viewers
  • Established physically accurate PBR materials, lighting, and environments to support accurate machine learning.
  • Built a library of procedural content, including modular 3D assets, materials, and textures
  • Researched and developed prompt engineering techniques to enhance AI-assisted workflows for 3D and Technical Artists
  • Trained and managed global art teams including our India and China groups

Technical Environment Artist

Valkyrie Entertainment
01.2020 - 01.2021
  • Technical Artist and World-Builder on Sony’s “God of War: Ragnarok” game, with a focus on optimization and tools
  • Created pipelines and tools for Maya (using MEL and Python) for the Technical Art team
  • Built an automation tool for creating LODs and shadow proxies (reducing processing time by 80%)
  • Optimized 200+ God of War assets using MEL and Python optimization tools I created
  • Assisted in Technical Art, VFX, and Environment Art on the Award-Winning VR Game “The Walking Dead: Saints and Sinners”

Senior Game Development Specialist (VR/AR)

SAIC
01.2019 - 01.2020
  • Created AR/VR applications for the Department of Defense (DOD), i.e. training apps for the US Army, Air Force, and Space Force
  • Established Art pipelines and in-game optimization best practices that were implemented company-wide
  • Responsible for Art Direction, foliage, and lighting for all 3D environments studio-wide
  • 3D modeled and textured hundreds of assets for use in Department of Defense (DOD) applications
  • Built training applications for the Space Force and was responsible for all 3D/2D Art, UI, C# scripting, and optimization
  • Point of contact to train new employees on Unity and UE4

Senior Technical Artist (VR/AR)

Studio 216
01.2018 - 01.2019
  • Delivered the highest level of quality and performance for 5 platforms (AR, VR, PC, iOS, Web)
  • Streamlined content creation pipeline resulting in an increased profit margin of 10% or more per project
  • Modeled, textured, and lit multiple high-end PC architectural visualization scenes
  • Trained offshore teams in China & India on AAA game pipelines
  • Collaborate with architects and design firms to ensure real-world accuracy
  • Partner with Project Managers, Engineers and Creative Leads on execution of art direction and user experiences
  • Communicate effectively with the production team to ensure project goals are delivered
  • Flexible to changes in production and able to quickly shift focus between a range of tasks

Technical 3D Artist (VR/AR)

Camouflaj Game Studios
01.2016 - 01.2018
  • Responsible for visual development, prop creation, level design, lighting, and tools for Marvel’s Iron Man VR game (PSVR)
  • Helped establish art pipeline and created tools for Unity and Substance Painter/Designer
  • Created multiple VR experiences for Oculus (Internal Tech Demos)
  • Assisted with onboarding and instruction of new hires
  • Sculpted high-resolution props and hard surface models using Maya, Zbrush, and 3ds Max
  • Created clean, low-resolution game topology and UV’s optimized for PC, VR, and Mobile

Art Specialist - Contract (VR/AR)

Microsoft (HoloLens)
01.2015 - 01.2016
  • Part of a small team that created award winning Halo Warzone (HoloLens) demo at E3 2015
  • Modeled and textured 3D assets optimized for HoloLens
  • Created various 2D content and concept art including all textures for E3 booth
  • Assisted Technical Art Lead in building tools/scripts used by all HoloLens teams
  • Built a tool that rendered lightmaps much faster (by more than 10x) and at higher quality
  • Created various VFX animations for use in film

Lead Environment Artist

Camouflaj Game Studios
01.2013 - 01.2015
  • Created 3D props and environments for award winning PC and mobile game
  • Responsible for visual development, prop creation, level design, and lighting.
  • Helped establish an efficient art pipeline and built our documentation library
  • Created promotions and marketing material seen by millions of people
  • Authored tools/scripts to improve in-game atmospheric effects
  • Implemented a Physically Based Rendering (PBR) pipeline

Education

BBA - Marketing

University of Hawaii at Mānoa
01.2011

Timeline

Senior Visual Artist

Nvidia
01.2022 - 01.2024

Technical Environment Artist

Valkyrie Entertainment
01.2020 - 01.2021

Senior Game Development Specialist (VR/AR)

SAIC
01.2019 - 01.2020

Senior Technical Artist (VR/AR)

Studio 216
01.2018 - 01.2019

Technical 3D Artist (VR/AR)

Camouflaj Game Studios
01.2016 - 01.2018

Art Specialist - Contract (VR/AR)

Microsoft (HoloLens)
01.2015 - 01.2016

Lead Environment Artist

Camouflaj Game Studios
01.2013 - 01.2015

Technical Artist

Meta
2024 - Current

BBA - Marketing

University of Hawaii at Mānoa
Sean Montplaisir