Massimo Bongiorno

Massimo Bongiorno

Senior Environment Artist / 22 yrs

La Louvière, Belgium

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World Artist

Need for Speed: Rivals (2013)

Tom Clancy's Ghost Recon: Advanced Warfighter 2 (2007)

Environment Artist / Texture Artist

Splinter Cell: Double Agent (2006)

Trackmania 2 Turbo

Environment Artist

Redsteel 2

Work History
  • Freelance 3D Real-Time Game Artist & Owner

    Onikanabo

    March 2014 - Present

    - [Modeling/Texturing/Optimisations] for Ubisoft "Nadeo".
    - Tool development for CG artists.

  • World Artist / Road Team Leader

    Criterion Games

    June 2013 - March 2014
    Guildford, United Kingdom

    -Need for Speed : Rivals ! PS4/XBoxOne/PS3/XBox360
    -New project.


    Position per project :

    -Need for speed Rivals : Road team responsible [Texturing/Workflow/Management]. Managed a team of 3 artists in order to make the road network of the game. Made texture sets [Desert, Forest, and Mountain as well as secondary road shortcuts]. Polish and debug.

    -New project : Research and developement [Workflows/Rendering/Lookdev].Texturing, Workflow, In engine tool authoring.

  • Technical Art Director & Texture Artist

    nozon

    February 2012 - September 2012
    Liége - Bruxelles

    -Movie's Teaser : "Minuscules : Valley of the lost Ants" (Nozon Liége - Modeling and Texturing supervision)
    -Short Movie : "Historium Brugge". https://www.historium.be
    (Nozon Bruxelles - Texture Artist)
    -Short Movie : "Perfect Drug" (Nozon Bruxelles - Matte Painting)

    Using Mari, Maya, Photoshop, Zbrush & nDo 2

  • Environment Artist (Modeling/Texturing/Optimisations/R&D)

    Ubisoft

    2009 - 2012
    Paris

    -"Trackmania 2 : Canyon" (PC) – Nadeo
    -"Trackmania 2 : Valley" (PC) - Nadeo
    -"Shootmania : Storm" (PC) – Nadeo
    -"Shootmania : Cryo" (PC) – Nadeo
    -"ManiaPlanet" (PC) – Nadeo

    Used an in house engine called "Gamebox" as well as 3DSMax, Zbrush, nDo, Zookeeper, Photoshop.

    Modeling of Modular Environment Design/Lego Style (Straight, Corner,...) that will allow players to create their own Tracks, or levels within the game and than share it worldwide.

    Textures (Diffuse, Nmap, Specular, Specular intensity, fresnel).

    From concept to Engine exportation and technical optimisations.

    The in house art team was coumposed of 4 artists.

  • Technical Art Director (Workflows/Shaders/Optimisations/Outsourcing)

    Darkworks

    2007 - 2009
    Paris

    -"I am alive" (PS3/XBOX360) - Ubisoft/Darkworks
    -"State Of Crisis" (XBOX360) - Darkworks

    This project was under Unreal Engine 3.
    Used 3DsMax, UE3, Zbrush, Photoshop, & Perforce

    Scrum methodology function : Block Architect

    1. Set the Production Environement workflow (Drawcalls/Modularity/Lego style and instances).

    2. In charge of the Shader library creation.

    3. Fallowed GPU/CPU/MEMORY constraints for each level of the games. (DrawCalls,Shaders, Collision & Textures Optimisation). (Driven by the PS3 version of the game).

    4. Set the naming conventions and data structure inside Unreal/Perforce.

    5. Set the production character workflow (Including 3 racial genre caucasian, asian, and afro american, and 3 corpulences M, L, XL that will share the same skeleton and the same skin with FaceFx (facial animation integrated system).

    6. Set the outsourcing workflow for objects, and characters. (Outsourced in Ubisoft Shanghai).

    7. Worked closely with tech engineer and rendering engineer to add tools that suit with our needs. (Streaming, dust system, etc ...)

    8. Did lot of technical doc, and training.

    9. Co managed with lead level designer, art director, & an associate producer a team of 30 person (artists and level designers).

    10. Went to Shanghai to share my knowledge when the project moved from Darkworks to Ubisoft Shanghai.

  • Ubisoft

    June 2006 - November 2007
    Paris Area, France
  • Artefact Studio

    2005 - 2006
    Lyon Area, France
  • Widescreen Games

    2004 - 2005
    Lyon Area, France
  • Ankama

    2004 - 2004
    Lille Area, France
Education
  • Master in Numerical arts

    Académie royale des Beaux-Arts et des Arts décorat

    2000 - 2004