Katie Sabin

Katie Sabin Email and Phone Number

Expert Hard Surface Artist | Bullet Farm // Veteran Hard Surface Artist with over a decade of AAA experience in the Call of Duty and Battlefield franchises @ BulletFarm
Albany, WI, US
Katie Sabin's Location
Albany, Wisconsin, United States, United States
Katie Sabin's Contact Details

Katie Sabin personal email

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About Katie Sabin

I am a hard-surface 3D artist with over a decade of AAA game industry experience. I have created vehicles, weapons, and equipment for the Call of Duty and Battlefield franchises taking place over a variety of eras. I specialize in high/low poly modeling, texturing, conceptualizing, and utilizing PBR workflows. In addition to creating artwork, I am a skilled people leader, mentor, and collaborator across teams and studios. Previously, I served 13 years in the United States Army and earned the rank of Sargent. I was a mechanic and crew chief for the 1-147th's UH-60M Blackhawk helicopter unit for six years in the Wisconsin National Guard and also served four years as a full-time civilian helicopter mechanic supporting the 1-147th's Blackhawk fleet.

Katie Sabin's Current Company Details
BulletFarm

Bulletfarm

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Expert Hard Surface Artist | Bullet Farm // Veteran Hard Surface Artist with over a decade of AAA experience in the Call of Duty and Battlefield franchises
Albany, WI, US
Website:
bulletfarm.com
Employees:
21
Katie Sabin Work Experience Details
  • Bulletfarm
    Bulletfarm
    Albany, Wi, Us
  • Bulletfarm
    Expert Hard Surface Artist
    Bulletfarm Apr 2024 - Present
    Los Angeles, California, Us
  • Aspiring Unicorn Games Llc
    Freelance Hard Surface Artist
    Aspiring Unicorn Games Llc Feb 2024 - Mar 2024
    Commissioned to create two larger scale hard surface assets for an unannounced game project. Was responsible for conceptualizing those assets to fit within the game's art direction and then taking those designs to high poly, textured low poly, and finally, full asset integration into Unreal 5. Coordinated with design to assure assets met the game metrics for player use/traversal/interaction.
  • Electronic Arts (Ea)
    Lead Hard Surface Artist
    Electronic Arts (Ea) Jul 2023 - Dec 2023
    Redwood City, Ca, Us
    Coordinated hard-surface, weapon, and vehicle efforts across multiple studios within the Battlefield franchise. Identified hard-surface needs for campaign and worked closely with design to call out priorities and game-play needs. Created asset lists and projected time estimates for production planning and backlogs. Collaborated with sister studios to find solutions to use all assets economically across the different game-modes, taking performance and technical limitations into account.
  • Electronic Arts (Ea)
    Principal Hard Surface Artist
    Electronic Arts (Ea) Jan 2023 - Jul 2023
    Redwood City, Ca, Us
  • Raven Software
    Associate Lead Hard Surface Artist
    Raven Software Feb 2022 - Jan 2023
    Middleton, Wisconsin, Us
    Responsible for a team of 5 artists, ranging from junior to expert level. Coordinated hard-surface and vehicle efforts across multiple studios within Activision. Effectively managed artists across the premium campaign and Warzone projects. Coordinated across multiple disciplines to make sure assets were handed off properly and the pipeline flowed smoothly. Worked heavily with production to identify asset needs and plan my team's workload. Was constantly implementing opportunities for artist growth and development on my team.
  • Raven Software
    Senior Artist, Modeler
    Raven Software Sep 2020 - Feb 2022
    Middleton, Wisconsin, Us
    Responsible for the creation of multiple AAA hero assets ranging from in-game and cinematic quality vehicles to first person equipment and gadgets. Created concept work for many of those assets, to include a vehicle and other equipment. Coordinated effectively across disciplines to hand-off work and followed-up to make sure the final asset met/exceeded the quality expected.
  • Raven Software
    Artist, Modeler
    Raven Software Nov 2013 - Sep 2020
    Middleton, Wisconsin, Us
    Create next-gen assets (vehicles, props) for the Call of Duty franchise. Concept various assets for SP (Single Player) and MP (Multi-Player) and took those concepts to textured in-game assets. Worked effectively with animation, engineering, concept, and design to deliver assets in the most efficient way possible. Able to work with minimal direction to build models and textures. Utilize Physically Based Rendering (PBR) workflow to create materials that meet or exceed the quality demanded of a AAA title.
  • Raven Software
    Environment Artist Intern
    Raven Software Aug 2012 - Nov 2013
    Middleton, Wisconsin, Us
    Responsible for creating high quality 3D assets and materials for current and next-gen platforms. Worked within Radiant engine to help build and optimize single player environments, and setting up props/models along with corresponding materials for use within Radiant. Coordinated with design, animation, engineering, and other departments to make sure the assets I created worked within the aesthetics, game-play design, and animation needs of the levels. Researched and crafted solutions for various artistic and technical roadblocks. Responsible for fixing bugs within Radiant and maintaining a strict level of quality and performance. Assisted other teams with modeling and texturing needs as well as bug fixing.
  • Ironbelly Studios
    Lead Environmental Artist
    Ironbelly Studios Dec 2011 - Aug 2012
    Responsible for modeling high and low poly level assets for the game "Anomalous". Also performed texturing and shader creation in UDK (Unreal Development Kit). Reviewed and approved assets created by other environmental artists before being implemented in game. Provide mentoring and assistance to other environmental artists. Inventoried and took existing assets and brought them up to the level of quality desired by lead by means of optimization, adding geometry, and material creation.
  • The Guildhall At Smu
    Art Creation Student
    The Guildhall At Smu Aug 2010 - May 2012
    Dallas, Texas, Us
    Art Creation student focusing on high and low poly hard surface 3D modeling for video games. Studied various game engines including UDK and CryENGINE 3, refined workflow for importing and creating materials for game assets. Created three student team games (one 2D game, and two 3D games) while working closely with the level design and programming disciplines.
  • Zynga
    Contract Junior Artist
    Zynga Aug 2011 - Oct 2011
    San Francisco, California, Us
    Working as a 3D modeler on "Castleville". Create 3D assets for props and decorations based off on provided concept artwork. Texture and render assets using proprietary tools to create 2D assets of 3D models. Work closely with animators to prepare 2D characters for animation.
  • Aasf #2 (Army Aviation Support Facility #2)
    Blackhawk Helicoper Mechanic & Crewchief
    Aasf #2 (Army Aviation Support Facility #2) May 2005 - Aug 2010
    I handled the 360/720hour PMI (phase) inspections, a detailed inspection of the helicopter and which involves disassembling a majority of the aircraft, inspecting components, repairing/replacing components, and reassembly of the aircraft.. I reported the status of the team's progress to our supervisor, checked on the status of ordered parts, filed necessary paperwork for tracked components and inspections completed, and supervised/trained junior mehcanics on maintenance procedures. At the completion of the inspection I assisted the maintenance test pilots with maintenance test flights, ground runs, maintenance operational checks, and rotor tuning before releasing the aircraft back to flight status. I was also a crewchief and performed scheduled inspections and unscheduled maintenance for the flyable aircraft in our fleet. This also entailed being on flight status and maintaining flying currency in the aircraft, weapon systems, aeromedical properties, and night-vision devices.
  • 4Th Dimension Development Studios
    President, Lead Artist
    4Th Dimension Development Studios Apr 1997 - Aug 2010
    4th dimension Development Studios is a team started back when I first started pursuing a career in game development (circa 1997). The name has stuck since and I've used it as the team name for the games my team has worked on, Flowers of Doom: Planting the Seeds and Golf Car Rally (currently in development). A previous game 4th dimension has completed was a remake of Space Invaders called, ironically, Space Unvaders. 4th dimension is devoted to creating unique games with graphical flare and compelling gameplay. As we continue to build our library of games, our experience grows and who knows...Maybe someday I'll be able to pay these guys and gals :)

Katie Sabin Skills

Texturing Game Development Unreal Engine 3 Video Games 3d Studio Max Photoshop Level Design Game Art Game Design Gameplay Zbrush Mudbox Character Animation Digital Sculpting Low Poly Modeling Animation Maya Xbox 360 3d Modeling Unity3d Modeling Unreal Editor Rigging Game Mechanics Environment Art Concept Design Traditional Animation Hard Surface Modeling Texture Painting Multiplayer Shaders Ps3 Computer Animation Texture Artist Characters World Building Changing Environments Uv Mapping Unreal Development Kit Props Adobe Photoshop Cryengine 3 Sdk Topogun

Katie Sabin Education Details

  • Smu Guildhall
    Smu Guildhall
    Art Creation (Video Game Specific)
  • Westwood College - Denver North
    Westwood College - Denver North
    Game Art & Design
  • Madison Media Institute
    Madison Media Institute
    Multimedia Technology
  • Carthage College
    Carthage College
    Art

Frequently Asked Questions about Katie Sabin

What company does Katie Sabin work for?

Katie Sabin works for Bulletfarm

What is Katie Sabin's role at the current company?

Katie Sabin's current role is Expert Hard Surface Artist | Bullet Farm // Veteran Hard Surface Artist with over a decade of AAA experience in the Call of Duty and Battlefield franchises.

What is Katie Sabin's email address?

Katie Sabin's email address is ka****@****ames.us

What schools did Katie Sabin attend?

Katie Sabin attended Smu Guildhall, Westwood College - Denver North, Madison Media Institute, Carthage College.

What are some of Katie Sabin's interests?

Katie Sabin has interest in Aviation, Game Art Creation/development, Personal Watercraft, All Things Snowboarding, Video Games.

What skills is Katie Sabin known for?

Katie Sabin has skills like Texturing, Game Development, Unreal Engine 3, Video Games, 3d Studio Max, Photoshop, Level Design, Game Art, Game Design, Gameplay, Zbrush, Mudbox.

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