Andrew Risch

Andrew Risch Email and Phone Number

Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com @
Andrew Risch's Location
Tacoma, Washington, United States, United States
About Andrew Risch

Currently open to chat if you have a need.My specialties include but are not limited to the following: -FX Artist; Weather to player and creature FX. There is little I haven't had to make already from the concept through implementing them into the game design.-Environmental Artist / Design; From literal planet sized environments to small scale single scene designs; Lighting full day to night cycles are among my favorite bits of game dev.; PvP and PvE focused designs. -Process and pipeline design; Helped to design a handful of art pipelines and techniques for the production of 3 different MMO's that needed to not just ship a game but worked with for years afterwards.Most recently built the art pipelines at my current position on the side as I was the FX artist. -Game artist communities; I can explain how user created content started and what it can mean for any game out there. -Mentoring; working with junior artists has been some of the most rewarding time in my career. I would loe a change to do more of that. Public Tools and Engine experience: Maya, Max, Zbrush, Photoshop, Marmoset Toolbag, Substance Painter and Designer, Knald, XNormal, Vray, Unreal Engine, Unity, Source Engine, Fx Studio, Cascade, Topo Gun, Marvelous Designer, Embergen

Andrew Risch's Current Company Details
polycount

Polycount

Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com
Andrew Risch Work Experience Details
  • Polycount
    Owner And Founder Of Polycount
    Polycount Apr 1998 - Present
    Founded and manage the amateur and professional game artist community know as Polycount.My duties vary with the day but generally center around the business administration and general creative direction for the community. The community can be found at www.polycount.com.
  • Survios
    Senior Vfx Artist
    Survios Mar 2022 - Feb 2024
    Marina Del Rey, Ca, Us
    Worked on the Alien VR project that's currently in development. Specialized in creation simulations for the various weapon and weather effects. Also responsible for the majority of the world setting dressing effects and implementation
  • Facebook Reality Labs
    Lead Fx And Tech Artist
    Facebook Reality Labs Feb 2021 - Nov 2021
    Worked on Population: One, a VR Battle Royale shooter.
  • Bigbox Vr
    Lead Fx And Tech Artist
    Bigbox Vr Dec 2018 - Feb 2021
    Seattle, Wa, Us
    Helped to build Population: One, a VR shooter
  • Turn 10 Corporation
    Particle Effects Artist - Forza 7
    Turn 10 Corporation Feb 2017 - May 2017
    A contract position where I was tasked with bringing their current effects and shaders up to visual parity with previous titles within the newer engine requirements. I also placed existing and new particle effects for all the new tracks and features across older tracks; rain tracks.
  • Endeavor One, Inc.
    Level Designer And Artist - Jump
    Endeavor One, Inc. Jan 2016 - Jun 2016
    Seattle, Washington, Us
    I participated on the VR game "Jump"; a real world scale platforming game where you are tasked with navigating a city's rooftops with super powered jumps. I concepted and built all the maps for the game's recent DLC. I'm part of a circle of developers that assist the Endeavor founders with their projects on a per project basis. Steam page for the game: http://store.steampowered.com/app/334410/
  • Sony Online Entertainment
    Lead Fx Artist - Dc Universe Online
    Sony Online Entertainment Jan 2006 - Oct 2013
    San Diego, Ca, Us
    I helped design and develop the effects pipeline from day one to ship. This included custom data assets to allow the design teams to use the effects assets easily without much technical knowledge.I concepted and built the majority of player and NPC combat effects. In the third and fourth years, two additional effects artist were hired and used my initial concepts and effects as the basis for all their own work.Responsible for all iconic brand character effects such as Superman, Batman and Wonder Woman. We had a full set of effects for these characters when they are used as NPCs as well as another set when they are used by players in arena combat.I concepted and developed all PvP effects for arenas as well as open world for use by players; PvP flags, control points, etc.Worked closely with all other production teams; art, design, UI, animation, and programming through out the project to solve various issues and goals throughout the project:- identifying the sorts of messaging the design team needed FX to communicate on a per case basis;- working with programming and other technical artists to design and implement the effect pipeline; importing of textures and geometry, efficient shaders, customization of the existing tools for specific needs, planning effects memory tools and systems;- assisted designers in concepting, implementing and iterating on player and NPC abilities within the game tools and database;- concepted and built all in-game UI elements such as Power-Ups, Loot, PvP, Collection and Quest baubles;- often worked with animators to advise on specific technical and design issues, often on the larger boss fights of the game;- worked with the environment team to the extent that I trained some of them in basic effects work as related to their own goals so that they could take over that work for themselves.
  • Sony Online Entertainment
    Senior Fx Artist And World Builder - Star Wars Galaxies
    Sony Online Entertainment Jul 2004 - Jan 2006
    San Diego, Ca, Us
    Built a number of ships, buildings and player assets across all the published expansion packs and most content patches.Responsible for world-building on several planets/zones and dungeons, including lighting with a full day and night cycles, terrain design, city and dungeon layouts.Became involved with environmental effects early on. Took over environmental effects full-time along with my world-building duties. I was responsible for all effects, both player and environmental, in the last published expansion as well the reboot of the game's combat design and player experiences in the Spring and Fall of 2005 respectively.
  • Sony Online Entertainment
    Environmental Artist On "Good Life"
    Sony Online Entertainment Nov 2003 - Jul 2004
    San Diego, Ca, Us
    Investigated and implemented next generation and existing engine technology for an unannounced MMO game; working title was "Good Life" Responsible for the architecture and object art pipeline through pre-production; I built and placed everything in the environment for the game that was not outsourced. Rebuilt a five square mile section of San Francisco around the Palace of the Arts for the initial demo work for the game. Started up and managed an outside group of artists to produce assets for the project.
  • Sony Online Entertainment
    Building Designer/Artist And Fx Artist On Planetside
    Sony Online Entertainment May 2001 - Nov 2003
    San Diego, Ca, Us
    Directly involved with the game designers on game flow, building/level and environmental design.Designed and built all of the architecture in the game while involved with the project. This included design, construction, lighting, technical set-up and exporting of buildings and their various assets.Concepted and produced a majority of player and vehicle weapon effects, as well as all vehicle and building destruction effects for the game.
  • Caligari
    External Community Consultant On Gamespace
    Caligari Oct 2003 - Nov 2004
    Provided recommendations on Caligari's Gamespace product line with regards to amateur developer community reception, including pricing and feature set.
  • Id Software
    External Community Consultant
    Id Software May 1998 - Jun 2003
    Us
    Provided feedback to id about the state of the user community on abilities and toolsDesigned a directory structure and name system for packaged assets that was adopted by id Software for themselves at the time.
  • Ratio Architects
    Graduate Architect
    Ratio Architects Mar 1996 - May 2001
    Indianapolis, In, Us
    Specializing in 3D design visualization. Assisting with all stages of design production and development. Also heavily involved in assisting the IT and marketing department with numerous specialty projects.

Andrew Risch Skills

Mmo Game Development 3d Studio Max Game Design Video Games Environment Art Multiplayer Computer Games Unreal Engine 3 3d Modeling Concept Design Texturing Texture Artist Animation Ps3 Unreal Editor Shaders Maya World Building Character Animation Level Design Modeling Gameplay

Andrew Risch Education Details

  • Ball State University
    Ball State University
    Architecture
  • Savannah College Of Art And Design
    Savannah College Of Art And Design
    Architecture

Frequently Asked Questions about Andrew Risch

What company does Andrew Risch work for?

Andrew Risch works for Polycount

What is Andrew Risch's role at the current company?

Andrew Risch's current role is Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com.

What is Andrew Risch's email address?

Andrew Risch's email address is ar****@****ony.com

What is Andrew Risch's direct phone number?

Andrew Risch's direct phone number is +151291*****

What schools did Andrew Risch attend?

Andrew Risch attended Ball State University, Savannah College Of Art And Design.

What are some of Andrew Risch's interests?

Andrew Risch has interest in Kayaking, Cooking, Video Games Of Course, Gardening, Racing.

What skills is Andrew Risch known for?

Andrew Risch has skills like Mmo, Game Development, 3d Studio Max, Game Design, Video Games, Environment Art, Multiplayer, Computer Games, Unreal Engine 3, 3d Modeling, Concept Design, Texturing.

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