# Holt Harper > Senior Environment Artist Location: Bellevue, Washington, United States Profile: https://flows.cv/holt ## Work Experience ### Product Designer @ Harper Crafthall Jan 2019 – Present | Bellevue, Washington, United States • Designed and marketed toys and figures for 3D printing and fabrication, focusing on stylization, nostalgia, and fun. • Mentored and taught 3D art and printing skills to aspiring artists, fostering a supportive learning community. • Produced and sold 3D printed miniatures. ### Senior Environment Artist @ First Strike Games Jan 2017 – Jan 2018 | Greater Seattle Area Designing, blocking, and building the underwater themed Shimmering Depths and Star of Crater worlds for Rocket Arena. Worlds were built around the fast friendly and snag-free priorities of a new Smash-style third-person Shooter. ### Lead Environment Artist @ Turn 10 Studios (Yoh) Jan 2016 – Jan 2017 Leading the development of the Forza 7 crown jewel track, Dubai. Replicating the harsh arid landscape of the Hafeet Mountain road and Liwa desert, we grounded our fictional Grand Prix event in the most photo-real location yet created for a racing game. As the premier title for Microsoft's XBOX ONE X (Project Scorpio), this was built to showcase what the most powerful console on the market and PC'S can achieve. ### 3D Artist @ Lakshya Digital Jan 2015 – Jan 2016 | Redmond, WA Acting as an Art Director for outsource artwork, I've steered the work of several teams of 10 to 30 artists in creating characters, props, and environments for projects around the world. An advocate of planning, education and process improvements, and increased creative ownership I taught the artists in India to look at their work holistically and to consider the direct needs of our partners. Games Include: - Sea of Thieves - My primary project at Lakshya. The keenly directed style guidelines of this project posed an engaging challenge to keep the artists performing at their best and maintaining Rare's satisfaction in our product. - DENSHA de GO - A Japan-only commuter train simulator arcade game. Responsible for the buildings and terrain near the track. We combined real iconic Shibuya area buildings with generic buildings to seamlessly match the architecture style. Other projects will be listed here when they come out. My responsibilities on these projects include: - Artistic quality control - Reviewing work to uphold professional game developer expectations before being shared with our clients - Pre-production - Developing additional concepts and reference to avoid anticipated production pitfalls - Coaching the Lead Artists to produce higher quality and consistency from their teams. - Creating sculpted assets to set style standards, and editing sculpts in progress to bring them in line with those standards. ### Environment Artist @ Airtight Games Jan 2013 – Jan 2014 | Redmond, WA Murdered: Soul Suspect Lead small groups in tasks focused on identifying areas of the environments that could be improved, and planning and executing those changes with design and animation teams Create rich environments with performance for release on previous and current-gen consoles Author and drive set dressing and environment revisions for design changes and increased visual quality Adjust and augment existing pipeline with new art assets Use Unreal 3 to create high-quality natural and man-made environments with advanced material blending ### Senior Environment Artist @ Gas Powered Games Jan 2009 – Jan 2012 | Redmond, WA Project Spark Sculpt high resolution models and game assets Use proprietary voxel based tools to create unique deformable adventure spaces Create materials for a customizable system where players have unlimited choice in color Age of Empires Online Supervise interns, maintaining game style and quality Work with designers to add verticality to custom battlefields Create stylized tiling textures and plants and customize scripts to place them randomly into levels sensibly Supreme Commander 2 Design, model and texture RTS game evironments under tight schedule and budget for DLC release Leveraging many existing assets to create unique new environments Integrate hundreds of models from outsource, unifying texture, mesh and LOD look and feel Stage and composite massive battles in game for publicity, advertizing and box art Create icons to be used in game and for earned achievements ### Test Associate 2 @ Microsoft Games Studio (Volt) Jan 2007 – Jan 2007 | Redmond, WA Use proprietary testing tools to check race courses for collision and display errors, and ensure that cars and courses faithfully reflect their real world counterparts ## Education ### Bachelor of Science (BS) in Game Art & Design The Art Institute of Portland Jan 2003 – Jan 2006 ### Art/Art Studies in General Occidental College Jan 2000 – Jan 2001 ## Contact & Social - LinkedIn: https://linkedin.com/in/holtjharper --- Source: https://flows.cv/holt JSON Resume: https://flows.cv/holt/resume.json Last updated: 2026-03-30