GREG COX 3D ARTIST
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Contact
[email protected]
SKILL SET
Blender
​Zbrush
Maya
Photoshop
​Substance Painter
Substance Designer
Houdini
Unreal 5
​DaVinci
WORK EXPERIENCE
Sanzaru Games // MAY 2025 - JAN 2026
Senior 3D Artist 
  • Modeled detailed high poly props for visual look development and exploration.
  • Modeled low poly counterpart meshes, unwrapped, textured, and packaged assets for game engine.
  • Worked across teams to showcase content in-game by capturing and editing a video for studio & partner wide all hands event.
  • Integrated 3rd party high resolution assets into Unreal Engine through optimization efforts.
  • Utilized prefabricated assets & materials, to create an environments in a Level.
Midnight Society // MAR 2022 - JAN 2025
Lead Environment Artist
  • Collaborated with Directors to define and reinforce creative vision for project. Early efforts include look development to explore visual foundations.
  • Lead efforts to create first playable experience though Level creation, Level Design, and Environment Art.
  • Managed environment art team, assigned taskings, lead weekly reviews to build team cohesion and quality control. Aimed to reinforce collaborative workspace and allowed artists to choose taskings.
  • Collaborated across multiple departments to reinforce production goals and address various goals and/or taskings.
  • Worked with Tech Art to request, establish, or adjust tools for use in workflows to further optimize and reinforce working pipeline. Additional collaborations included creation of project wide shaders.
  • Lead efforts to create racing experience for live event. Designed race track and track art elements.
  • Integrated various unreal marketplace asset and systems packs to populate spaces with set dressing elements and reinforce immersion through things like weather systems or audio packs.
  • Oversaw level creation and management to keep outliners organized and orderly through production.
  • Collaborated with UI, Concept team to create back drop environments for main menu screens.
  • Created modular world building kits, interactive props, hero assets, and extraction assets.
  • Created construction blueprints for various world building efforts as well as run time blueprints for player interactions. Some examples include keypads, doors, lights etc
  • Aimed to create a fun working environment, championing ideas and lifting up team members who went above and beyond to meet goals or take initiative for game ideas.
HALO INFINITE // 343 Industries // SEP 2016 - MAR 2022
3D Environment Artist - MP Map Lead (Art)
  • Collaborated across teams to drive creative vision for two multiplayer maps (LaunchSite & Highpower)
  • Addressed various challenges as it pertained to map vision, development, and delivery within desired schedule.
  • Provided direction and tasking to team members assigned to support MP world building.
  • 3D modeling and texturing utilizing Blender & Maya in order to create perf friendly game assets (render and collision meshes within budget)
  • Utilized prefabricated assets and in house tools to populate a level.
  • Modeled & uved architecture elements on top of preexisting design layouts
Shadow of War // Monolith // NOV 2015 - AUG 2016
World Artist
  • Modeled high & low poly terrain feature sets, unwrapped, textured and placed in level.
  • Utilized prefabricated assets and in house tools to populate a level.
  • Utilized in house tools to author terrain materials.
  • Created both Macro and Micro tiling textures in Zbrush and Substance Designer for use on terrain feature sets.
  • Modeled & uved architecture elements on top of pre existing design layouts.
HALO 5 // Microsoft 343 Industries // APR 2013 - NOV 2015
Technical 3D Environment Artist
  • Modeled high & low poly props, unwrapped, textured, and packaged assets for engine.
  • Utilized prefabricated assets & materials to create Environments in various levels.
  • Optimized numerous props for ship // LOD generation // Collision // Reduced draw calls.
  • Defined play space boundaries in which levels would exist in engine.
  • Provided both art and asset integration direction to outsourcing companies for prop assets.
  • Provided tech support and guidance to art teams on solutions with in house techniques.
  • Evaluated numerous levels to provide working optimization solutions to env leads for both custom collision and assets exceeding ideal costs for ship.
HALO 4 // Microsoft 343 Industries // FEB 2011 - FEB 2013
Technical 3D Environment Artist
  • Modeled high & low poly props, unwrapped, textured, and packaged asset for engine.
  • Utilized prefabricated assets & materials, to create an environment in a Level.
  • Defined play space boundaries in which levels would exist in engine.
  • Defined streaming order for levels // Pre loads and drop outs.
  • Tracked and reported on memory budgets for assigned levels.
  • Alleviated draw calls outside the field of view for assigned levels to increase performance.
United States Army // JAN 2004 - JAN 2007
Infantryman / Training NCO
  • Assigned to a Mechanized Infantry platoon as a team leader.
  • Participated in combat operations during Operation Iraqi Freedom. Provided tactical and technical guidance to supervisors and subordinates on and off the field.
  • Promoted to junior NCO upon return. Responsible for the care and welfare of 6 Soldiers, retained position two pay grades higher than appointed as Training NCO, conducting Administrative duties and deployment readiness with a battalion that numbered 630 Soldiers.
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