Work Samples

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BO3 Spire Map

I created the mechanical docking stations for the docked ships.

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General Info

Background

Background

Background

I started in the game Industry in 2006 working on EverQuest, Kung Fu Panda and Transformers: Revenge of the Fallen. In 2010 I joined Treyarch Studios and currently work on the Black Ops franchise.


Moby Game Credits

Roles

Background

Background

Throughout my career I've mainly focused on environment art with an emphasis on organic and hard surface modeling.

Recently as a Lead Artist I've turned my attention to  working with engineers and tech artists to develop tools and procedural methodologies to simplify game art tasks and support  level art and design teams.

Skill Sets

Background

Skill Sets

  • Maya
  • 3DS Max
  • Blender
  • Photoshop
  • Substance Designer
  • Substance Painter
  • Photogrammetry
  • Realtime Game Optimization
  • Unreal
  • PBR Material workflows

Experience

Treyarch/Activision Blizzard

Shipped Black Ops 1, Black Ops 2, Black Ops 3, Black Ops 4, Black Ops 5 (Cold War), and 

Black Ops 6


Lead Artist

2021- Present

Manage a team of 7 artists that focus on creating procedural content tools for art and design with Houdini. These artists also oversee the performance and optimization of our levels to ensure they run within frame rate requirements and look their best. I lead cross studio collaboration teams to develop and improve our engine tech in regards to foliage, terrain, and biomes.


Art Specialist 

2017-2021

Partnered with Art Directors to establish visual style for 3D environments. Collaborated with engineering to prototype new workflows and tech. Created high-quality 3D environments and props. Identified new techniques and technologies to improve game development. Partnered with Art Directors and Outsource Managers to generate outsourcing targets and packages. Reviewed content from OS vendors, provided feedback, set priorities, and met deadlines.


Senior Artist/Level Lead

2010-2017

Pioneered new methods and technology to solve problems and increase performance. Developed a comprehensive knowledge of the art production pipeline and trained others in best practices. Ensured environment/level assets met artistic quality standards and upheld the game’s design vision. Facilitated requests regarding environment/level art creation. Resolved moderately complex artistic development issues for artists and team members. Continuously improved skills by staying updated on industry trends, evaluating competitive products, learning new software, and traditional art methods. Content creation included 2D texture map painting, 3D modeling/sculpting, and material setup/UV layout. Strong time management, prioritization, listening, and communication skills. 

Contact Me

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Andy Livingston Game Art

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