Guy Milner
Guy Milner
Visual Art is Life
Melbourne, Australia

Summary

Hard Surface Specialist & Environment Artist with 10+ Years Experience in the Video Games Industry

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Skills

Concept Art3D ModelingDigital SculptingTexturingUI DesignGraphic DesignTraditional ArtPBR TexturingGraffiti

Software proficiency

Maya
Maya
3ds Max
3ds Max
Blender
Blender
ZBrush
ZBrush
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
3DCoat
3DCoat
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Photoshop
Photoshop
Illustrator
Illustrator
Simplygon
Simplygon
Osiris (EA Proprietary Engine)
Osiris (EA Proprietary Engine)

Productions

    • Mobile Game
      Midnight Run
    • Year
      2025
    • Role
      Environment Artist
    • Company
      Road Burn Games
    • Mobile Game
      Need for Speed: No Limits
    • Year
      2015
    • Role
      Envrionment Artist
    • Company
      EA Games (Firemonkeys Studio Melbourne)
    • Mobile Game
      Real Racing 3
    • Year
      2013
    • Role
      Envrionment Artist
    • Company
      EA Games (Firemonkeys Studio Melbourne)
    • Video Game
      Hurtworld
    • Year
      2015
    • Role
      3D Artist
    • Company
      Bankroll Studios

Experience

  • Senior Environment Artist / Lead at Road Burn Games
    Melbourne (but 100% remote), AU
    July 2023 - Present

    Having worked in Mobile Racing previously I was an easy fit into Road Burn Games.

    I was tasked with learning Blender as the game I was to work with was Blender native. I got a hold of Blender fairly quickly. While learning I started to flesh out a basic level that had been

    made but needed some major in-filling.

    We had a very ambitious task of making a large scale mobile racer that just the starting area was 14km's of track around the C1 Freeway Loop that runs arounbd Tokyo.

    I spent the first 14 months working solo on the track/environment and managed to get all the road, buildings, folliage, lights, signs and other environment assets complete.

    We used clever faked lighting to make it all run efficiently and allow us to actually achieve consistent high frame rates in such a large environment.

    Thanks go to my Software engineer pal who worked wonders to make this happen also.

    • Race Track, Folliage, Architecture:

    Modeling, UV Mapping & Texturing based loosely on real world Tokyo.

    • Built workflows to produce a very large environment in a short timeframe.

    • Creating Blender Geometry Node tools to speed up placement of assets in the environment.

    • Using A.I Scripting tools (Python Script) to some degree to bridge gaps in workflows where tasks were time consuming.

    • Self Guided Art Direction (mostly) for environment design with check-ins with Directors to ensure their vision is being met.

    • Some lead artist time making creative choices on world design once more staff were added to the project.

    • Asset pack re-atlassing and baking back into existing empty areas of texture atlasses.

    • Point of interest design and creation. Where car crews would hang out and required more detal.

    • Environment optimisation based on industry standard practices in Unity Engine.

    • Shader creation and manipulation within Unity

    There's also a bunch of other things I haven't mentioned, but this mostly covers it.

  • Environment Artist at EA Games (Firemonkeys Studio)
    Melbourne
    June 2020 - June 2023

    Environment Artist

    Having not been a dedicated Environment Artist before, this role gave me the opportunity to learn all the skills that come with that territory.

    I really enjoy world building, so this was a big eye opener as to how a pro team working on big name titles like Need for Speed do it.

    I got to work alongside people with 20 years experience in the field who showed me so many valuable tricks when dealing with massive world size assets.

    This was something I didn't do a lot of in my previous position (working on Hurtworld) and I was excited to gain the knowledge that these industry vets could teach. They were a great bunch to work with also and we got along fabulously.

    The work I did included such tasks as:

    • Race Track modeling, UV mapping & Texturing: Using a lot of custom tools written by our amazing Tech Tools team who would bridge the gaps of efficiency and ease of use between us and the final game.

    • Terrain modeling: Using Lidar scans data to recreate real world accurate racetrack environments in the case of Real Racing 3

    • Organics: Tree, Bush & Grass asset creation & modification

    • Water: Creating animated Substance Designer Graphs to create water surfaces.

    • Architectural modeling, UV mapping, texturing & LOD creation.

    • Skydome modeling and texturing

    • Overlays/Decal creation using clever UV mapping and specialised shaders to overlay things like road lines, branding, damaged surface areas & more.

    • Reference gathering at large scales: Using Miro boards to lookup real world racetracks then gather screenshots and video links to compare my work to at the time of Art Reviews.

    • Culling management: Utilising custom tools to break up terrains to ensure quality performance at a mobile device level.

    • Project management: Using management & design tools to ensure deadlines are met and all work is tracked and preserved for the final product.

    We used apps including: Asana, Hansoft, Jira, Miro & Some custom apps also.

    • Liaising with the QA team and addressing any bugs they found that negatively impacted our product and altering/improving as necessary.

    There's probably a lot more to talk on here but this seems to be enough for now, I always look forward to talking about my work in depth at request.

    I really enjoy my time here soaking up all this knowledge and greatly appreciate my team for teaching me so much.

  • 3D Artist (Hard Surface Specialist) at Bankroll Studios
    Melbourne, Australia
    May 2014 - May 2020

    My first position in the games industry and the one I am currently still working in.

    Projects I worked on whilst at Bankroll Studios on the title 'Hurtworld'...

    • Concept, Model, Texture & implementation of all Weapons and Vehicles

    • Various 3d game assets including Rocks, Tools, Machines & dropable World Items

    • Creation of LODs for all models created by myself and implementation

    • City environment design, modeling and implementation into project/engine

    • 2D Digital design including Logo design, Branding, Icon design, UI Design & Promotional material

    • Environmental structures

    • Numerous textures

    • Concept Art & Paintovers

    • Input into the design of Hurtworld gameplay, workplace system architecture & in-house custom software functionality

    I have learned so much in the 5 years I have worked for Bankroll, with a great team that helped me learn so much and get to the skill level I'm at today.

    So many great learning experiences over the years and so much knowledge gained of all the other aspects of game design and programming also.

    I am truly fortunate to have worked on such a great and ambitious title as Hurtworld. We are a small team but we get a lot done. Hurtworld after being released in December 2015 has now sold nearly 1 million copies and had great success for a small Independant game.

  • Web Designer / Consultant at Hirepulse
    Perth, Australia
    September 2013 - February 2014

    Working as a web designer and process consultant for Hirepulse.com.au

  • Chef at Career Break / Travel Abroad
    Nice, France
    October 2011 - September 2013

    I travelled through Europe having missed out on that in my 20's. I ended up working in a French Restaurant in the South of France for a while. Was beautiful there and well worthwile.

  • Graphic Designer at Sensis Pty Ltd
    Melbourne, Australia
    October 2007 - October 2011

    Designing advertising materials for clients based mainly in the Yellow Pages. Design service for ‘critical care’ clients in an external on-site capacity at the clients place of business known as ‘Designer on the Road’. Production of business stationery and promotional materials for internal departments.

    Clients: Many varied clients who’s advertisements can be found in the Yellow Pages.

  • Coin Designer / Graphic Designer at The Perth Mint
    Perth, Australia
    April 2006 - May 2007

    Involved in all levels of product development including conception & design of coins & packaging. Design of promotional materials including posters, signs, brochures, web graphics, photography, logos, 3D packaging concepts and video presentations.

    Collaborating with engraving & engineering staff in producing coinage tooling. Collaborating with coin finishing & pad printing staff.

    Liaising with local printers & international packaging manufacturers.

    Clients: K’dom (Japan), Downie’s (Australia), Munzhandel (Germany), Qatar Football Association (Qatar)

  • Freelance Designer at Guy Milner Design
    Perth, Australia
    March 2004 - April 2006

    Concept & design of logos, posters, flyers and websites for various local companies & councils.

    Clients: Town of Victoria Park “YAC” Youth group logo design

    City of Swan “YAC” Youth group logo design

    “Hyper Winterfest” event poster, ticket & flyer design

    City of Armadale “YAC” Youth group logo design

    City of Bayswater “Boomshanka” Event poster design

    Rip it Up Music Website Design

    Abentuer Productions 3D Animated video content, DVD Cover & Poster design

  • Tutor at Software Tutor (Lightwave 3D Software)
    Perth, Australia
    February 2002 - March 2004

    Teaching 3D software & 2D software. Collaborating on a short animated film.

    Clients: Miss Zareena Qureshi

  • Web Designer at Virtual Synchronicity
    Perth, Australia
    March 2001 - February 2002

    Concept & design of websites & 3D animation for various local companies.

    Clients: S&L Photographics - Website design & Video Intro Animation

    Wealth Educators - Website & Brochure design

    K.C (Singer Songwriter) - Website design

    Integrity Coachlines - Website Design

    AAMC - Website Design Numero - Website design