Christopher Pollok
Christopher Pollok
Lead Environment Artist at Zenimax Online
Baltimore MD, United States

Summary

Environment artist with over 15 years experience creating and leading art production for AAA games. I specialize in shaping look development targets, developing art pipelines, and collaborating across disciplines to solve complex challenges and bring expansive, immersive environments to life.

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
Marvelous Designer
Marvelous Designer

Experience

  • Lead Environment Artist at Zenimax Online Studios
    March 2024 - Present

    Led the environment art and procedural tools teams for an unannounced MMORPG project.

    Drove the style and production of environment assets, providing feedback and guidance on both internal and outsourced work.

    Directed the creation of procedural-assist tools to improve level artists’ productivity and world-building workflows.

    Mentored environment artists, elevating visual standards and advancing engine development through innovative testing and iteration.

  • Principal Environment Artist at Zenimax Online Studios
    March 2020 - March 2024

    Defined the direction and visual standards for the project’s environment art in collaboration with art leadership to establish a style target.

    Partnered with design and tech teams to develop efficient art pipelines and solve technical challenges while balancing scope and performance.

    Worked closely with the tech team to design and establish the project’s material system.

    Prototyped and stood up working versions of environment features in Unreal Engine before transitioning to the proprietary engine.

    Created Houdini procedural tools to accelerate environment asset production.

  • Senior Environment Artist at Zenimax Online Studios
    March 2010 - March 2020

    Environment art production for ESO and expansions, establishing look development targets for new architecture sets.

    Created core modular geometry parts and PBR material sets for the rest of the team’s use, while developing pipelines that streamlined art creation workflows.

  • Contract Environment Artist at Spark Plug Games
    January 2010 - April 2010

    Modeled, textured, and rendered backgrounds for multiple point and click adventure games

  • Lighting Artist at Freerange 3D
    September 2009 - October 2009

    Responsible for animation, lighting, and rendering compositing passes for the film Kill Speed

  • Production Internship at Angst VFX
    December 2008 - March 2009

    Modeled and animated environments for several music videos and film projects