Eric Eckhouse
Eric Eckhouse
3D Environment Artist at InMotion Software
Los Angeles, United States

About

Creative, zealous and a “Can Do” “Let’s Get It Done” professional with experience in all aspects of 3D animation, modeling, and game design. Solid technical skills in utilizing diverse cutting-edge tools and procedures to guarantee high-quality products and deliverables.

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Skills

3D Animation3D ModelingEnvironment ModelingProp ModelingTexturingLevel DesignPBR TexturingTexture Baking

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
World Machine
World Machine
xNormal
xNormal
UVLayout
UVLayout
SpeedTree
SpeedTree
Jira
Jira
Substance B2M
Substance B2M
Slack
Slack
Helix
Helix

Productions

    • Video Game
      NBA 2k25
    • Year
      2024
    • Role
      3D Environment Artist
    • Company
      InMotion Software
    • Video Game
      NBA 2k24
    • Year
      2023
    • Role
      3D Environment Artist
    • Company
      Inmotion Software
    • Video Game
      NBA 2K23
    • Year
      2022
    • Role
      3D Environment Artist
    • Company
      InMotion Software
    • Video Game
      XFest XGames
    • Year
      2021
    • Role
      Game Artist
    • Company
      Independent Contractor

Experience

  • Environment Artist at Inmotion Software
    Austin, US
    March 2021 - Present

    ● Contracted by games studios (Visual Concepts) to create environmental art, game models, and textures for high-profile games, including NBA 2k23, NBA 2k24, NBA 2k League, and NBA 2k25 for multiple PC and game interfaces and systems such as Nintendo Switch, PC, Xbox One, PlayStation 4, and PlayStation 5

    ● Collaborate with client’s Game Producers, Senior Character and Environment Artists, and other Technical Artists through 12 months of game production and on seasonal upgrade patches post-launch

    ● Design, build, and model deliverables in Maya, optimized for quality, speed of level of detail (LOD); submit daily assets in the Perforce central repository in accordance with tasks and workflows designated in JIRA and HELIX

    Gather and document project requirements to create visually compelling environments, landscapes, architecture, and props that enhance the gameplay experience, aligned with the project's creative vision

    ● Partner with the Art Director and other team members to ensure consistent visual style, visual storytelling, and cohesive world-building to deliver immersive environments that consider lighting, atmosphere, and player interaction; work with technical artists to implement shaders, particle effects, and other elements

    ● Iterate on feedback to improve environmental assets and adapt to project needs, optimizing assets for real-time rendering and peak performance across platforms and various hardware

    ● Support client production team, maintaining asset organization in accordance with pipeline requirements; trained and coached client-side artists and fixed art bugs as needed

  • Augmented Reality Developer at Bechman Coulter
    Los Angeles, United States of America
    August 2021 - March 2022

    ● Create training and documentation for medical devices, on the Scope AR application

  • Asset Builder at The Third Floor, Inc.
    Los Angeles, CA, United States of America
    April 2020 - August 2020

  • Technical Artist at AcademIQ
    Irvine, United States of America
    October 2017 - September 2018

     Created, developed and build lighting, levels, materials, textures, game models, post effects, and blueprint scripts, and enhanced the game project

     Used Maya in generating animations for hint widgets, character, model, quest icons, and 3D assets; as well as Substance Painter 2018 and Adobe Photoshop in designing characters and other 3D assets

  • 3D Generalist | Independent Contractor at Lit Motion
    Pasadena, United States of America
    April 2017 - April 2017

     Created crime scenes utilizing Maya involving crime evidence, police report, and photos taken to present to the court as evidence

     Designed lighting and rigged vehicles for animation and 3D model and texture environments

  • Render Wrangler at Big Block
    El Segundo, United States of America
    May 2017 - April 2017

     Administered a render farm and maintained reports using Dateline

  • Environment Artist at Black Magic
    Los Angeles, United States of America
    June 2015 - February 2017

     Designed 3D buildings and props according to references given by the art director; unwrapped models using Headus UVLayout; texturing assets using Substance Painter; and offering texture variations

     Rendered instruction to the Development Team in utilizing Substance Painter

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