Portfolio/Website: https://www.artstation.com/mahreenfatima/
I am a Senior Environment Artist for Diablo IV at Blizzard Entertainment. I focus on worldbuilding, level art and environmental storytelling. My previous experiences include working at studios such as 343 Industries, Oculus, and Amazon and have contributed to various projects including Halo Infinte as a World Artist. I have experience in a variety of areas in the game environment art pipeline such as PBR workflow, procedural materials, creating props, worldbuilding, creating organic environments, concepting, and art direction. My main passion in environment art is storytelling and art direction.
Diablo IV
- Contributed to worldbuilding of Halo Infinite’s Campaign which includes large scale organic environments throughout production from pre-alpha to ship quality
- Owned worldbuilding for a large part of the campaign level including a full biome which was developed alongside Environment Palette Artists, Texture Artists, and Technical Artists
- Created blockout assets for establishing silhouette and collision
- Collaborated with multiple teams including Design, FX, Lighting, and Sound to develop complex spaces
- Frequently reviewed work with Art Direction and Design to reach their quality goals
- Worked alongside Engineering and QA to canary test and ensure quality of studio builds
- Worked alongside Lead World Artists to represent the world art team in decision making conversations about pipeline, tech, and optimization
- Collaborated with designers and engineers to develop and process 3D scan data
- Developed Substance-based pipeline for texturing thousands of models to improve team efficiency and quality
- Sculpted polish-pass details on models and collected data for Engineers & Scientists for Machine Learning
- Created art content for Oculus Home for the purpose of representing diversity from a female POC perspective
- Modeled and texture photorealistic PBR assets on a product imaging team
- Contributed to the Shader & Tools R&D team by introducing new software and tools
- Frequently reviewed work with Photography and QA teams to reach their quality goals
- Worked alongside Photography and Lighting to test and ensure quality of the lighting pipeline