Resume

Toren Lehrmann

Senior 3D Artist · Environment, material & technical art

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Summary

An ambitious and technically minded 3D artist with 20 years in game development. I specialize in environment art pipelines through material, procedural and technical art, and I'm credited on six award-winning AAA titles enjoyed by millions of players.

Experience

Lead Material Artist

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Certain Affinity · Remote

  • Led the internal material team to meet project goals, gave feedback, and mentored team members' growth as artists.
  • Partnered with 343 Industries (Microsoft) as co-developer on Halo look development in Unreal Engine 5. Responsible for master materials, textures and masks, and managing material libraries.
  • Partnered with 2K as co-developer on an unannounced AAA FPS in Unreal Engine 5, working with their material team to create textures in Substance Designer and materials in editor, and assisting with stylization and shading look development through procedural texture and shader edits.

Senior Environment Shader Artist

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Ready at Dawn (Meta) · Remote

  • Specialized in landscape textures and material art for an unannounced Oculus Quest title.
  • Look development and production tests for expansive, VR-friendly environments: terrain generation in Gaea, modeling in Maya, texturing in Substance Designer, and material blending in engine.

Shader Technical Artist

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Turn 10 Studios (Microsoft) · Redmond, WA

  • Shader development and texture art for Forza Motorsport and Forza Motorsport 7.
  • Collaborated with Playground Games and oversaw the car material overhaul, which was migrated to and shipped in Forza Horizon 4 and Forza Horizon 5.
  • Managed in-editor material libraries and Substance Designer based procedural texture workflows.
  • Lead artist for the Procedural Textures initiative: integrating the Substance suite into the studio's proprietary toolset so artists could manipulate exported Substances in editor.
  • Collaborated with car, track, character and engine teams to create optimized, high-quality content.

Senior Environment Artist

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ZeniMax Online Studios · Hunt Valley, MD

  • Created environment assets for The Elder Scrolls Online and its 2014–2017 expansions.
  • Contributed architecture components and props to the environment asset library from start to finish: model, unwrap, collision and LODs in 3ds Max; texturing in Photoshop, Substance Designer and Substance Painter.
  • Extensive modeling and texturing of modular sets used by level designers for dungeons and caves.
  • Mentored artists on new standards such as PBR and presented new workflows to the team.

Environment Artist

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BioWare · Austin, TX

  • Created environments for Star Wars: The Old Republic.
  • World building, terrain sculpting, texture painting, lighting and optimization passes in the Hero Engine.
  • Contributed to six planets, including Tatooine, Hoth, Coruscant, Voss, Nar Shaddaa and Corellia.

Education

Bachelor of Arts in Multimedia

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University of Advancing Technology · Graduated magna cum laude

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