Tim Wallace
Principal Hard Surface Artist at Respawn on Jedi Fallen Order Franchise
- Role
- Principal Hard Surface Artist at Respawn Entertainment
- Location
- Los Angeles, CA, US
- LinkedIn followers
- 500 followers
About Tim Wallace
I am a 30 year veteran artist in the Film, Commercial, VFX and Video Game industries. Currently, I am a Principal Hard Surface Artist at Respawn Entertainment in Los Angeles, approaching my seven-year anniversary. I have contributed to Star Wars: Jedi Fallen Order and Star Wars: Jedi Survivor, with notable work including Cal Kestis\' box cover lightsabers, and hard surface characters such as BD-1, ZN-A4 and the BX Commando Droid.Previous ExperienceBefore Respawn, I was a Senior Environment Artist at Riot Games, working on Valorant’s preproduction. I left voluntarily, realizing my artistic style wasn’t the right fit, and for the opportunity to work on Star Wars.Prior to Riot, I was a Senior Environment Artist at Activision/Treyarch, where I contributed to the development of Call of Duty: Black Ops 3, creating hundreds of assets over nearly four years. Working at Treyarch was an invaluable experience, allowing me to collaborate with an exceptional team.At id Software, I was the Lead Environment Artist on DOOM 4, spending three and a half years working on one of gaming’s most iconic franchises. Ultimately that project was cancelled and was rebooted after I left as DOOM 2016I was also a Sub-Lead Environment Artist at Sony Online Entertainment, contributing to DC Universe Online while managing a small team. Before that, I served as the Lead Environment Artist at Midway Studios Austin on an unannounced next-gen title until the studio’s closure.One of my most formative roles was an eight-year tenure at Blur Studio, where I worked across multiple disciplines, including project supervision, modeling, lighting, compositing, and FX. During that time, I briefly worked at Sony Pictures Imageworks as a Color and Lighting TD on The Chronicles of Narnia: The Lion, The Witch and the Wardrobe.Skills & ExpertiseWith 20+ years of experience, I’ve worked across film, television, theme parks, and video games, specializing in:3D Art & Game Development: Modeling, texturing, lighting, compositing, and world-building.Technical Proficiency: 3D Studio Max, 3D Coat, Unreal Engine 3-5, Digital Fusion, Photoshop, Premiere, id Tech 5, Leadership & Project Management: 9+ years leading teams of 5 to 15 artists in supervisory roles.My passion lies in crafting immersive worlds and high-quality assets while collaborating with some of the best teams in the industry.
Experience
Principal Hard Surface Artist
Jun 2020 — Present · Los Angeles County, CA, US
Education
Lake Braddock Secondary School
High School Diploma, Art
1986 — 1990
Virginia Commonwealth University
Bachelor of Arts (B.A.), Illustration and Electronic Media
1989 — 1994
Skills
- Texturing
- Unreal Engine 3
- 3d Coat
- Lighting
- Modo
- Premiere
- Digital Fusion
- Photoshop
- Zbrush
- Hard Surface Modeling
- Uv Mapping
- Texture Painting
- Cinematics
- World Building
- 3d Studio Max
- Art Management
- Video Games
- Game Development
- Level Design
- Maya
- Environment Art
- Mudbox
- Ps3
- 3d
- 3d Modeling
- Animation
- Computer Graphics
- Visual Effects
- Compositing
- Traditional Animation
- Game Art
- Low Poly Modeling
- Modeling
- Digital Sculpting
- Texture Artist
- High Poly Modeling
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