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Dave Nolan
Dave Nolan
3D Environment Artist
Columbus, OH, United States

Summary

I began working as a 3D artist on the Total War series for Creative Assembly in the UK, in 2012. I worked there for several years building ships and environments, and contributing to the development of the technology used in the areas in which I was responsible for the visuals.

After moving to the USA, I took some time away to live in a more remote place and work on various personal projects that had taken a back seat. In 2018 I accepted a position as an environment artist at Bluepoint Games, working on the remake of Demon's Souls for the next generation of consoles, and have been here since.

Skills

3D ModelingDigital SculptingShadersPBR Texturing

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
xNormal
xNormal
Knald
Knald

Productions

    • Video Game
      Total War: Three Kingdoms
    • Year
      2018
    • Role
      Pre-Production Artist, Contract 3D Artist
    • Company
      Creative Assembly
    • Video Game
      Total War: Warhammer
    • Year
      2016
    • Role
      3D Artist (trailer)
    • Company
      Creative Assembly
    • Video Game
      Total War: Attila
    • Year
      2015
    • Role
      Ship/Environment Artist
    • Company
      Creative Assembly
    • Video Game
      Total War: Rome II - Emperor Edition
    • Year
      2014
    • Role
      Ship/Environment Artist
    • Company
      Creative Assembly

Experience

  • Ship Artist at Creative Assembly
    Horsham, United Kingdom
    July 2012 - Present

    I have spent the last three years working as the only ship artist at CA - all naval artwork is my responsibility. I have also at various times branched out into other areas, including environment work on Rome and Attila, and some war machine work on the upcoming Total War: Warhammer. Currently I'm involved in R&D for future projects, focusing on how we can implement modern texture creation processes like Substance suite into our pipeline, as well as working on node-based shaders to supplement the work our graphics team do. In addition, my role as ship artist remains current, and a large part of my focus is on creating the next generation of naval art for Total War.