Scott Robinson

CEO

Freiburg, Germany24 yrs 1 mo experience
Highly StableAI Enabled

Key Highlights

  • Over 20 years of experience in AAA game development.
  • Expert in bridging art and technical production.
  • Specializes in procedural workflows and AI integration.
Stackforce AI infers this person is a Technical Artist specializing in Game Development and Production Pipelines.

Contact

Skills

Core Skills

Technical ArtGame DevelopmentBrandingVisual CommunicationTechnical Product Management3d Art

Other Skills

Unreal EnginePC GamesAdobe Creative SuiteArtOptimization3D Artist3D ModelingShadersUnreal Engine 4Multiplayer GamesBlenderGenerative AIReal-time RenderingLightingShading

About

3D Art Lead | Environments & Characters | Art Production Pipeline Veteran I am an artist first, backed by over 20 years of experience on world-class titles like Tomb Raider, EVE Online, and Harry Potter. My core passion lies in the craft of worldbuilding—creating immersive, high-fidelity environments and characters that tell a story. In the current industry landscape, I bridge the gap between "aesthetic vision" and "engine reality." I provide the technical foresight and pipeline architecture that allow creative teams to maintain AAA standards within the constraints of modern, leaner production cycles. I specialize in procedural production workflows and technical art direction, ensuring that artistic ambition is always supported by a scalable, performant foundation. My Production Philosophy: Art-Driven Proceduralism: I architect modular kits and rule-based workflows that allow massive worlds to be built efficiently, keeping the focus on bespoke art quality rather than manual repetition. Surgical AI Integration: I leverage generative tools (ComfyUI, Stable Diffusion) as a force multiplier for localized tasks—decals, stickers, and rapid lookdev—using them as a high-speed brush to enhance the pipeline without compromising technical integrity. Technical Translator: I act as the bridge between Art and Engineering. I define the technical requirements for shaders, tools, and optimization paths, ensuring that the technology serves the art—not the other way around. Core Expertise: High-End Art Direction & Execution: Expert-level worldbuilding, environment art, and character development. Pipeline Strategy: Designing modular systems and scalable workflows for AAA and persistent environments. Optimization & Lookdev: Mastery of real-time material pipelines and lighting to achieve peak visual fidelity within strict engine budgets. My goal is to provide veteran-level stability to a project, ensuring the artistic vision is realized through a lens of technical excellence and production efficiency.

Experience

24 yrs 1 mo
Total Experience
3 yrs 4 mos
Average Tenure
--
Current Experience

Massive linx

Senior Technical Artist

Jul 2024Mar 2025 · 8 mos · Hamburg, Germany · Remote

Unreal EnginePC GamesAdobe Creative Suitetechnical artTechnical Product ManagementArt+7

Youre games / massive linx

Lead Artist

Jan 2024Jan 2025 · 1 yr

  • Web 3 Game Engine · UE5 · Gen-AI Integration ● Built and optimized real-time levels (layout, lighting, shading, asset integration, performance). ● Developed engine-agnostic PBR workflow and integrated Generative AI tools into pipelines. ● Designed modular character setups and managed outsourced asset implementation.

Hadean

4 roles

Lead Artist

Promoted

Jan 2022Jun 2025 · 3 yrs 5 mos

Unreal EnginePC GamesAdobe Creative Suitetechnical artTechnical Product ManagementArt+8

Brand Manager

Feb 2021Dec 2021 · 10 mos

Adobe Creative SuiteArtBranding3D ArtistVisual Communication

Product Manager

Jan 2020Feb 2021 · 1 yr 1 mo

  • Working as a PO on features for the Aether Engine.
  • Currently working on requirements for Microsoft.
Adobe Creative SuiteTechnical Product Management3D Artist

Lead Technical Artist

Aug 2018Jan 2020 · 1 yr 5 mos

Unreal EnginePC GamesAdobe Creative Suitetechnical artArtOptimization+6

Hadean supercomputing

Lead Technical Artist

Jan 2018Jan 2024 · 6 yrs

  • Edge of Chaos · Yuga Labs / Otherside · CCP EVE Online ● Created technical character setups, optimized assets for real-time performance, and developed production pipelines. ● Implemented workflow improvements for asset integration, shading, and lighting across multiple projects. ● Produced cinematics and high-fidelity real-time environments using UE4/UE5.

Scott robinson 3d

2 roles

Contract 3D Artist

Jan 2012Aug 2018 · 6 yrs 7 mos

  • Senior 3d Artist/ Character Artist
Unreal EnginePC GamesAdobe Creative SuiteArtOptimization3D Artist+4

3D Artist

Jan 2012Jan 2018 · 6 yrs

  • Amnesty International · Magic Lamp ● Full 3D asset production pipeline: concept, modeling, texturing, rigging, and delivery. ● Built project pipelines for efficiency and consistent quality across multiple clients.

Acony games

Senior 3d Artist/ Character Artist

Jun 2008Dec 2011 · 3 yrs 6 mos

  • My duties varied from creating High Poly to Low Poly Modelling assets for the games Parabellum and Hedone to writing documents and managing outsourced assets.
Unreal EnginePC GamesAdobe Creative SuiteArtOptimization3D Artist+4

Acony games (de)

Senior 3D Artist

Jan 2008Jan 2011 · 3 yrs

  • Hedone / Parabellum ● Designed characters and weapons; set up Unreal Engine asset pipelines. ● Optimized workflows for in-engine performance and level integration.

Rebellion / core design

Senior Environment Artist

Jan 2006May 2008 · 2 yrs 4 mos · Derby, United Kingdom

  • My duties ranged for R and D game engine improvement to managing a small team of 10 artists in the Environment Art Department. I also mainly worked on level assets previous to this.

Free radical design

Environment Artist

Mar 2003Dec 2005 · 2 yrs 9 mos

  • My duties ranged for R and D game engine improvement to managing a small team of 10 artists in the Environment Art Department. I also mainly worked on level assets previous to this.

Free radical / crytek uk

Senior Environment Artist

Jan 2002Jan 2008 · 6 yrs

  • TimeSplitters · Haze · Tomb Raider · Harry Potter · Shellshock ● Produced environments, props, and textures for AAA games from blockout to final in-engine delivery.
Adobe Creative SuiteArtConsole GamesOptimization3D ArtistConsole+3

Eidos online/co3i

Web Designer

Jan 2000Jan 2002 · 2 yrs

Education

Loughborough College of Art

Graphic Design

Jan 1991Jan 1993

Loughborough College Group

HND — Graphic design

Jan 1992Jan 1994

Lord Wandsworth College

Jan 1983Jan 1990

Loughborough University

Bachelor of Arts — Graphic Design

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