Jobye-Kyle Karmaker Email and Phone Number
I'm a Principal Environment Artist at Wildlight Entertainment having come from the Source modding scene. I'm known to have a good sense of critique for my own work as well as others, a good attention to detail and a good sense of teamwork.I have a proven track record of delivering maps & press demos on quality and ahead of time, some of the big ones:- Safehouse map for the 1st Press Demo event for Splinter Cell: Blacklist- Part of the LNG Terminal map for E3 2013 for Splinter Cell: Blacklist- 2nd Shangri-La mission in Far Cry 4 for its Gamescom 2014 reveal and hands-on demo- Star Wars: JEDI - Fallen Order's first 15 minutes on BraccaFeel free to check out my portfolio. I am always on the lookout for exciting opportunities.
Wildlight Entertainment
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Principal Environment ArtistWildlight Entertainment Sep 2023 - PresentSeattle, Washington, United States -
Environment Art MentorSkilltree Inc. Aug 2021 - PresentProviding Environment Art Mentorships to the Games Industry monthly.https://www.skilltreeinc.com/jobye-karmaker -
Lead 3D ArtistSystem Era Softworks Sep 2022 - Sep 2023Seattle, Washington, United States -
Environment Art MentorThe Mentor Coalition Mar 2020 - Jun 2023Provided custom-tailored environment art mentorships to 50 mentees.https://thementorcoalition.com/ -
Lead Environment Artist (Star Wars Fps Team)Respawn Entertainment Feb 2022 - Jul 2022Los Angeles, California, United States -
Principal Environment Artist (Apex Universe Fps Incubation)Respawn Entertainment Nov 2021 - Feb 2022Los Angeles, California, United States -
Principal Environment Artist (Apex Legends)Respawn Entertainment Oct 2019 - Nov 2021Los Angeles, California, United StatesApex Legends (XONE, PS4, PC)Principal Environment Artist (June 2021-November 2021)Senior Environment Artist (October 2019-May 2021)Created environment art for Seasons 3 to 12 of Apex. -
Senior Environment Artist/Map Lead (Star Wars)Respawn Entertainment Jun 2017 - Sep 2019Los Angeles, California, United StatesStar Wars - JEDI: Fallen Order (PS4/XBONE/PC)- Initially owned 2 areas on Planet Zeffo: Weathered Statue interior and exterior (modeling, texturing, lighting) and co-owned the Crashed Venator district, its outdoor portion and final puzzle area (Alpha-quality terrain, world building, modeling)- Point person for the 1st level of the game, Bracca, worked with Level Designer to create skeleton of the whole level initially- Lead the 1st 15 mins of the game on Bracca: blockout, world building, scheduling, maintaining gameplay, bug fixing & polish- Proactively kept overall memory, texture streaming budget, performance and level streaming in check for Bracca’s 1st 15 mins- Supported integration of cinematics in Bracca: feedback for Camera Layouts for gameplay handoffs & set dressing - Managed outsourcing of assets on Bracca: outsource packets, blockouts & integration in-game- Lead the creation of environment art for the Reveal Trailer, which had nearly 50% of the shots on Bracca- Conducted technical interviews and reviewed portfolios of potential hires, helped build environment art team from 4 to 15 -
Senior World ArtistMonolith Productions (Wb Games) Feb 2016 - May 2017Greater Seattle AreaMiddle-Earth: Shadow of War (XONE/PS4/PC)- Owned the modeling, PBR texturing, placement and performance of vegetation across multiple levels- Sculpted and painted terrain across multiple levels to support vegetation spawning- Worked with Lead Artist to develop stylesheets for vegetation across multiple levels- Created detailed blockouts of organic cinematic sets and gameplay set-pieces for outsourcing- Developed new creation methods for gameplay features related to vegetation- Worked with Tech Art to provide input to help develop MAX Tools for the vegetation pipeline- Worked with Programmers & Tech Art to debug and maintain quality and performance of vegetation- Conducted technical interviews and reviewed portfolios of potential hires- Debugged and polished vegetation, tribe banners and misc art bugs until Content Lock -
Biomes Team Lead & Technical Level ArtistUbisoft Toronto Nov 2014 - Jan 2016Toronto, Canada AreaFar Cry Primal (XONE, PS4, PC)- Debugged/closed the project until Goldmaster submission;- Lead a small team of artists out of Toronto to help our counterparts in Montreal create assets for half of the biomes of Far Cry Primal's open world;- Produced art alongside the team;- Did technical reviews & profiling the assets produced by the team;- Helped run weekly reviews with Montreal, made sure our team had the necessary feedback & communicated heavily with our counterparts in Montreal;- Gradually empowered team to be pro-active and seek feedback as needed from our counterparts in Montreal;- Participated in weekly department leads/directors meetings;- Presented updates from our Biomes team during Team Meetings;- Helped secure the Biomes mandate along with my Producer;- Updated and added to technical documentation during pre-production;- Provided training & support to other artists on the production. -
Level ArtistUbisoft Toronto Jun 2013 - Oct 2014Toronto, Ontario, CanadaFar Cry 4 (PC, PS4, PS3, XONE, X360)- Initially led a small team creating open world modular assets and ingredients for our initial Open World mandate of Shangri-La;- As our mandate evolved, I was eventually tasked with heading up the 2nd Shangri-La mission;- Simultaneously delivered the on-disk map as well as the Gamescom 2014 demo of it;- Pro-actively kept performance & memory in check across last-gen and current-gen consoles by playing and profiling the map almost every day;- Helped polish and optimize the 3rd Shangri-La mission to bring up to quality;- One of the last artists of the project to debug & polish all of our Shangri-La maps for Goldmaster. -
ModelerUbisoft Toronto Apr 2011 - Jun 2013Toronto, Canada AreaJanuary 2012 - June 2013Splinter Cell: Blacklist (X360, PS3, PC, WiiU)- Worked mainly on the Benghazi, Libya SP map that was previewed during our first press tour for the game in January 2013. Initially modeled props, but moved on to doing level art. Was in charge of 3 sub-maps from initial LD/Art block to final. Helped polish and optimize other areas of the map as needed by the Level Artist.- Along with the LD from my main map, we helped out the LNG Terminal SP map that was demo'd at E3 2013. We helped partially re-design two areas of the map that were found to be too difficult in playtests and that needed additional art support and optimization as it was one of our technically heavier maps;- Was kept on during the debug/close to close my main map (bug fixing, optimization, polish) as well as help out a couple of other SP maps to close out bugs; - Helped out CO-OP maps during debug/close too: helped optimize various maps with other artists and the Art TD to bring up performance and helped bug fix. Near the end, I worked with the Lead Game Designer, the AI team and our Level Design Director to help identify and iron out any frustrating gameplay bugs.April 2011 - January 2012Rainbow Six: Patriots- Worked on two Multiplayer maps;- Helped the Level Artist on my main map gather reference and build up asset list for our level;- Made placeholder models for blockout and gameplay purposes;- Modeled and textured all my own props: environmental/set dressing props, cover props, structural props, depiction/landmark props, vehicles, etc.;- Did my share of level art where I brought different areas of the map to near-final quality under the direction of the Level Artist and Art Director. I also worked with the Level Designer to maintain their gameplay intentions and make the gameplay space and art make sense;- Worked with the Art TD to optimize low spots in the maps to reach target performance as well as get back memory -
3D ArtistHam And Jam Mod Jan 2010 - Apr 2011A multiplayer total conversion HL2/Source Engine mod where my tasks include:- Tweaking UVs and texture first-person weapon models (diffuse, normal, specular)- Bringing necessary corrections to completed textures according to feedback from the team- Modeling/optimizing world weapon models from view models with LODs- Testing the game on a weekly basis with the team and the testers for gameplayVisit us here: http://www.hamandjam.org/
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Freelance 3D ArtistFreelancing May 2010 - Mar 2011Montreal, Canada AreaFreelance 3D Artist for various indie games:- Xenonauts- Call for Supremacy- Jeklynn Heights- Bleak Radiance
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ModelerSimthetiq May 2010 - Jan 2011Montreal, Canada AreaIn-house - from May to AugustFreelancer - from August to JanuaryA small company that is focused on making game-resolution models for serious games and military simulations. My tasks included:- Researching for solid reference upon reception of new model or project from client- Modeling and texturing props, vehicles and weapons according to reference gathered- Creating LODs for completed models- Getting the model approved by the Lead Artist, and adjusting according to feedback -
Modeler/Texture ArtistWwi: Source Mod Jul 2009 - Jun 2010A multiplayer HL2/Source Engine mod where my tasks included:- Modeling, texturing or reskinning props as requested by the Level Designer- Texturing of weapons and character models- Bringing all the view models to a similar standard (normal map, spec on each)- Refining the GUI- Testing the game on a weekly basis with the testing team- Doing some PR work leading up to the first releaseDownload here: http://www.moddb.com/mods/ww1-source
Jobye-Kyle Karmaker Education Details
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Centre Nad3D Animation And Digital Design - Specialization In Video Games -
Collège De Bois-De-BoulogneTechniques D'Animation 3D Et Synthèse D'Images
Frequently Asked Questions about Jobye-Kyle Karmaker
What company does Jobye-Kyle Karmaker work for?
Jobye-Kyle Karmaker works for Wildlight Entertainment
What is Jobye-Kyle Karmaker's role at the current company?
Jobye-Kyle Karmaker's current role is Principal Environment Artist @ Wildlight Entertainment & Environment Art Mentor.
What schools did Jobye-Kyle Karmaker attend?
Jobye-Kyle Karmaker attended Centre Nad, Collège De Bois-De-Boulogne.
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