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Eric Foos
Eric Foos
Artist: Environment Design, Modeling, Texturing
Toledo, United States

Summary

As an artist I thrive on pushing the bounds of art and design while collaborating with highly skilled teams. I am driven by artistic and technical challenges and the opportunity to collaborate with energetic, talented individuals on cutting edge projects. I have been working as an artist since I was a kid (well, since the age of 19) establishing a leadership role with each team that I have had the pleasure to be a part of.

Outside of work I am an extremely lucky husband and proud father of 3 wonderful children and 2 grandchildren. I enjoy staying active, reading, drawing, gaming, cooking & spending time with my family and friends.

Skills

Environment DesignIllustration3D ModelingDigital SculptingEnvironment ModelingProp ModelingTexturingUV MappingzbrushPBR Texturingmayaquixelunityunreal enginexnormaladobemarimarmosetsubstancecrazy bumpspeedtreehandplane

Software proficiency

Illustrator
Illustrator
Mari
Mari
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
InDesign
InDesign
xNormal
xNormal
Quixel Suite
Quixel Suite
CrazyBump
CrazyBump
SpeedTree
SpeedTree

Productions

    • Video Game
      The Last of Us Part 1
    • Year
      2022
    • Role
      Environment Artist
    • Company
      Naughty Dog
    • Video Game
      Unannounced Project
    • Year
      2023
    • Role
      Senior Technical Artist
    • Company
      Agora Studio
    • Video Game
      Gnomes & Goblins
    • Year
      2020
    • Role
      Lead Artist
    • Company
      Wevr
    • Video Game
      Gnomes & Goblins - Preview
    • Year
      2016
    • Role
      Senior Artist
    • Company
      WEVR
    • Video Game
      PGA TOUR Simulators
    • Year
      2016
    • Role
      Art Director
    • Company
      aboutGolf Ltd.
    • Video Game
      SkeeBall
    • Year
      2015
    • Role
      Art Director, Lead Artist
    • Company
      aboutGolf
    • Video Game
      Galactic Greens
    • Year
      2014
    • Role
      Art Director
    • Company
      aboutGolf
    • Video Game
      Lost Lagoon
    • Year
      2014
    • Role
      Art Director
    • Company
      aboutGolf
    • Video Game
      Mystery Reef
    • Year
      2013
    • Role
      Art Director
    • Company
      aboutGolf
    • Video Game
      The Infamous 18
    • Year
      2006
    • Role
      Art Department Manager
    • Company
      aboutGolf
    • Video Game
      ToonGolf
    • Year
      2003
    • Role
      Lead Artist
    • Company
      Friendly Software Corp
    • Video Game
      Myrtle Beach Tour
    • Year
      2001
    • Role
      Associate Artist
    • Company
      Friendly Software Corp

Experience

  • Environment Artist at Naughty Dog
    Santa Monica, CA, United States of America
    March 2021 - Present

    Collaborate with Material Artists, Lighters, Tech Artists, Engineers, Designers, Audio and Animation to create breathtaking worlds for PlayStation 5 and PC games. The Last of Us Part 1 released on 09/02/2022.

  • Senior Technical Artist at Agora Studio
    Montreal, Quebec, Canada
    February 2021 - March 2021

    Tech-art & optimizations for an unannounced project.

  • Senior Artist at WEVR
    Venice, CA, United States of America
    January 2021 - February 2021

    Look-dev for an unannounced Virtual Reality experience.

  • Lead Artist at WEVR
    Venice, CA, United States of America
    July 2017 - December 2020

    Lead all environment, prop, character and vfx artists; in-house, remote and outsource for Gnomes & Goblins a room scale VR experience created by Jon Favreau and Jake Rowell. Published 09.23.2020

    Look-dev and creation of environment models and materials, establish visual standards for the art team.

    Collaborate with Designers on world building and layout, final set dress of all game levels in UE4.

    Work with Production to determine schedules and delegate assignments.

    Identify, recruit and interview candidates across all art disciplines: environment, character, vfx, lighting.

  • Senior Artist at WEVR
    Venice, CA, United States of America
    October 2016 - June 2017

    Look-dev and asset creation ramping up for the full production of Gnomes & Goblins, expanding on the art created for the Preview.

  • Senior Artist at WEVR
    Venice, United States of America
    September 2015 - April 2016

    Designed, modeled and textured interior environments and props for Gnomes & Goblins. A room scale VR experience for the HTC Vive created by Jon Favreau. Released 09.08.2016.

  • Art Director at aboutGolf
    Maumee, United States of America
    January 2011 - Present

    Formulate the concepts, designs, specifications and production schedule of all art assets including environments, props, characters and GUI; provide direction, critique and training to all art team members; consistently deliver visually cohesive products on schedule.

    Identify creative bottlenecks and determine tools and processes to reduce game environment production costs by over 50%.

    Evaluate and determine the use of Unity to make our entertainment initiative possible, leading to the release of five new titles within twelve months without engaging the development team.

    Continually head-up R&D efforts to improve our graphics features within our proprietary pipeline.

    Lead marketing initiatives with the concept and design of all promotional materials ensuring a high quality, consistent identity for our global market.

  • Art Department Manager at aboutGolf
    Maumee, OH, United States of America
    August 2003 - December 2010

    Major contributor to the integration of the Emotion FX animation system into our pipeline, collaborating with in-house developers and the software authors, Mystic Game Development.

    Lead look-dev and collaborate with the development team to implement new rendering features including normal and specular mapping, HDR lighting, tone mapping, light bloom and glare.

    Manager and Art Lead for all environments, props, characters, animation, GUI and marketing materials for our first real time 3D PC game The Infamous 18.

  • Lead Artist at Friendly Software Corp
    Maumee, OH, United States of America
    September 2001 - July 2003

    Establish the look of environments, characters, animation, GUI and marketing for the PC game ToonGolf.

    Collaborate with the engineering team to help determine the spec, establish the art to engine pipeline and build our proprietary real time 3D engine from the ground up.

  • 2D/3D Artist at Friendly Software Corp
    Maumee, OH, United States of America
    September 1999 - August 2001

    Spearhead the migration of our studio from a pre-rendered 2D game engine to real time 3D.