Blake Bjerke
Blake Bjerke
Senior Technical Artist
Spokane, WA, United States

Resume PDF

Skills

BlueprintUE4 Editor UtilitiesC++Python ScriptingMaxscriptProject OrganizationArt Pipeline OptimizationTask AutomationLightingSet dressing / World buildingHigh-poly ModelingLow-poly ModelingUV MappingPBR TexturingTexture Baking

Software proficiency

Unreal Engine
Unreal Engine
Visual Studio
Visual Studio
3ds Max
3ds Max
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop

Productions

    • Video Game
      Firmament
    • Year
      2023
    • Role
      Senior Technical / Environment artist
    • Company
      Cyan Worlds, Inc.
    • Video Game
      Myst
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Cyan Worlds, Inc.
    • Video Game
      Crackdown 3 (Multiplayer)
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Certain Affinity
    • Video Game
      Obduction
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Cyan, Inc.

Experience

  • Senior Technical Artist at Tripwire Interactive
    Spokane
    July 2023 - Present

  • Senior Technical / Environment Artist at Cyan Worlds, Inc.
    Spokane, WA
    April 2020 - June 2023

    - Wrote custom C++ Light Actor classes to provide Artists with global Light Fixture classes that handle all the needs of our optimization system on the back-end, provides a de-cluttered UI/UX, and allows per-platform properties

    - Wrote custom C++ Snapping Actor classes to assist with placing rigid modular elements (ie. walkways and structures) by allowing snapping to defined targets in Unreal

    - Wrote custom C++ Snapping Splines base class to allow any derived spline-tool to snap to defined targets in Unreal

    - Wrote custom C++ Pipeworks class to quickly create and place complex pipe layouts in Unreal

    - Wrote a Maxscripts tool suite to optimize the Art pipeline

    - Wrote an assortment of Python-based automation scripts to assist with daily operations

    - Created an assortment of Unreal Editor Utility tools to automate and assist with repetitive operations

    - Wrote custom Blueprint-callable nodes in C++ to allow additional Editor-based functionality inside of Blueprints

    - Created Substance Designer graphs and templates for use with various Art pipeline tasks

  • Environment Artist at Certain Affinity
    Austin, TX, United States of America
    June 2018 - April 2020

    - Created an assortment of Unreal Editor Utility tools to automate and assist with repetitive operations to benefit the Environment World-Building teams

    - Wrote custom Blueprint-callable nodes in C++ to allow additional Editor-based functionality inside of Blueprints

    - Custom Blueprint creation and updates to existing Blueprint systems

    - World-building and set-dressing

  • Environment Artist at Cyan, Inc.
    Spokane, WA, United States of America
    March 2015 - March 2018

    - Worked on the vertical slice demo and trailer for the Firmament proof of concept

    - Worked on the vertical slice proof of concept for Myst VR

    - Blocked out gameplay areas within the engine to test pathing and gameplay flow

    - Helped develop the visual aesthetic of the heavy machinery in the Kaptar (chain cliffs) world

    - Developed the 3D workflow for the creation of the buildings in the Maray (swamp) world.

    - Modeled and textured environmental assets and implemented them into Unreal Engine 4

    - Rigged and animated hard surface mechanisms and implemented them into Unreal Blueprints

    - Used a proprietary level streaming system to place streaming zone regions for the three main game worlds, as well as set the level data within each zone

    - Set dressed and lit various gameplay environments

    - Worked with Unreal Engine 4’s Blueprints system

    - Was responsible for the blockout, modeling, set dressing, and lighting for the Submarine cave area PS4 exclusive content