I have been at Electronic Arts since 2016 working on EAFC/FIFA and UFC Titles:
EAFC24 and FIFA 23 – Vanity POC and Outsource POC. Working with our outsource partners, we create the many mascots, trophies, and VIP areas for the Ultimate Team and Clubs stadiums.
My role includes:
FIFA 22, 21, 19, 18, 17 – Environment Artist, Worlds Lead for Mobile, Worlds Lead for Switch and Online.
In between working on FIFA games, I was the Worlds Lead on UFC4. Here, I led a team of artists on site as well as our outsourcing partners in updating our traditional arenas and creating some new, exciting venues for this hard hitting game. My role included grey blocking, modeling, set dressing, and polishing several new levels. Set dressing is where I have had the most past experience and where I find the most joy. It was an amazing experience all the way from concepting (Action Avenue and UFC Gym), grey blocking, and developing, and polishing the new non-traditional Backyard and Action Avenue sites as well as the new UFC Gym. They turned out fantastic. There was a lot of collaboration on these levels but I consider them my babies.
There is also the Kumite site in the video but that was created by a great artist named Nick Regimbald. Take a look.
A little about me:
I’ve been working in the video game industry for over 18 years.
As already mentioned, I am currently at Electronic Arts.
Prior to working at EA, I was as a Level Artist at The Coalition working on Gears of War 4.
Before joining the Coalition, I was a Level Artist with Ubisoft Montreal. While at there, I had the privilege of working on some great games such as Splinter Cell Conviction, Splinter Cell Insurgency Pack, Rainbow 6, Driver San Francisco, and Shaun White Snowboarding. I was also a modeler for them, specializing in vehicles and architecture, prior to becoming a Level Artist.
I am fast and efficient – “work hard, work smart” I always say.
I pride myself in achieving the highest visual quality possible while meeting deadlines and working within given budgets. I play nice with those around me but sometimes just have to put my head down and work independently to achieve my tasks. I always bring a positive attitude, adapt easily to most any situation, and take/give/adapt to feedback well. I like to stay current on leading programs and techniques as well as exchanging tips from my fellow artists while cultivating strong relationships at work.
As part of cultivating my work relationships, one of my personal goals is to always be available to my coworkers. Whether it’s assisting with a complicated problem, helping them regain their focus when they are frustrated, or just being there to encourage and lend a helping hand. I am also fully aware that I will most likely need them to do the same for me at some point.
I’m confident you will find me creative, resourceful, dedicated, and a positive influence. I’m ready to join a great group of people working on a great project for a great company!
-Stan
The top image of the Mustang and the ones below are a few renderings from some of my personal projects.
I had a great time working on this latest installment of the Gears of War series. There are many talented people at The Coalition working diligently to make Gears of War 4 one of the best games ever and I am proud to be a part of it.
For the Splinter Cell Conviction Insurgency Pack I worked on the Portland Prison map which included an old run down/vandalized/decrepit infirmary. Creating and assembling a new infirmary is one thing – rather mundane actually, IMO, and not a great challenge. Creating one that was eerie and sinister, now that’s something that had my creative juices flowing. With everything from researching the look and feel I wished to convey to applying set decoration, detail, polish, and debug, this was a very enjoyable map to create.
The Lincoln Memorial was the map that I spent most of my time on for Splinter Cell Conviction. It was a chase map that covered a large area with lots of detail. The most difficult aspect of this map was it’s size. Getting as much detail into each area while staying within budget making the blockers look natural was a challenge. It took a lot of effort to make the map look fresh all the way through and disguise how much re-use there was. Creative placement, effective modelling and texturing, and constant communication with the Technical Director were vital to keeping this maps performance up while still accomplishing my visual target. I’m very proud of the end result.
As the project was ramping down at the end of the project I stayed on as part of the Debug Team for multiple maps and bring them to the highest possible level of quality and playability.
I also was responsible for the final art beautification pass for the Carnival map as well as modelling most of the rides, games, and booths. This map presented its own challenges. With so many dynamic objects (most of the carnival prizes and concession items could be bumped or shot) I was constantly placing, testing, moving, testing, getting frustrated, testing…. and on and on. But this map, too, ended up playing and looking really nice.
Ubisoft partners with many companies to have their products placed into their games for advertising. I was the liaison between Ubisoft and Cicso Telephones to place their phones in SC Conviction maps. Placement was vital as they didn’t want their name associated with any area that was too particularly violent or bloody – bad PR – and as the potential for blood splatter or a violent takedown ending up next to their phone, this was a challenge. We worked together and through the challenges and I’m happy to say that they were very pleased with the final outcome… as was Ubisoft.
This was the latest in the series of Tom Clancy’s games but a few months after I left Ubisoft to come back to the Vancouver area, it was cancelled.
As a member of the core group, we were developing maps to the whitebox stage. I had been working closely with the Level Designer, Art Director, and Technical Director to get the maps to a point where they are playable and fun but in an unfinished state, fit within the budget, and work with all story lines and scripted events.
Due to the possibility of Ubisoft using portions of the maps we were designing at a future date, I am unable to show any of my actual work for this game. I can say that we knew of difficulties in the game’s vision but I was still very disappointed to hear about Patriots being cancelled as we had the foundations of some potentially really great maps.
On Driver San Francisco, I took the unpolished landscape and roads and reworked them to be more realistic and visually appealing – while optimizing at the same time. Once the terrain was polished I would texture it and populate the roads, roadside and surrounding property. This would include everything from trees, rocks and brush, to all of the buildings and roadside objects. As this was created to be a fast paced game it was expected that the player wouldn’t spend much time looking at anything close up. As a result almost nothing was highly detailed, therefore creative use and placement was crucial.
Also crucial was our placement of sponsors billboards and advertising wherever we could create the opportunity for high visibility spots. It was often a challenge to make the advertising look as though it belonged where it was and not out of place. As a whole, I believe we succeeded in this but some advertising really hits you right in the face – I suppose that is the point to advertising though.
The regions I worked on include the shipyard and some coastal sections, a portion of the industrial area, portions of downtown including highways, and some of the off road sections.
Shaun White Snowboarding was a VERY enjoyable project for me. Having grown up skiing and being on the mountain so much, it was like a dream come true to be able to create this genre of game. We started with the basic splines where the Level Designer needed main challenges to occur. Once that was done though, the Level Artists were given free reign to co crazy on the open concept mountains. My map was the Europe map that had an alpine peak start, an old village to go through if you came down the west side of the map and a modern village if the player chose the east side. The modern village included a monorail type train and track that the player, if skilled enough, could grind all the way down to the lower village. There was also a frozen waterfall leading to a slick, frozen stream to really get your speed up if you chose this side. Naturally, there were many areas of nature, half pipe, slalom, and trick courses, and many hidden areas to discover and get away from the groomed runs.