Website powered by
JONATHAN GWYN
JONATHAN GWYN
Senior/Lead 3D/2D Artist - Props/Environments/Modular/VR
Orange County , California, United States

Summary

I am a skilled and quick 3D artist with a creative imagination who can adapt to any style. I have advised teammates on creative decisions and ideas that helped shape the game's quality. I have taken ownership of problem areas and worked to improve pipelines and resource management. Worked closely with newer artists to help guide and mentor them in the most efficient ways to create high-quality results. I have worked on several projects from concept to final release, engaging with designers, directors, and the entire art team to deliver high-quality products on time across multiple platforms.

Skills

Concept ArtConcept DesignIllustration3D ModelingHard Surface ModelingUV MappingCharacter DesignArchitectural VisualizationArchitectural DesignWorld Building

Software proficiency

3ds Max
3ds Max
Blender
Blender
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Quixel Suite
Quixel Suite
Knald
Knald

Productions

    • Video Game
      Harry Potter Quidditch Champions
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Unbroken Studios
    • Video Game
      Blade Runner Revelations VR
    • Year
      2018
    • Role
      Contract Art Director
    • Company
      Seismic
    • Video Game
      Wasteland 3
    • Year
      2020
    • Role
      Character Concept Artist
    • Company
      InXile Entertainment
    • Video Game
      Torment - Tides of Numenera
    • Year
      2017
    • Role
      Senior Environment Artist
    • Company
      InXile Entertainment
    • Video Game
      Wasteland 2
    • Year
      2014
    • Role
      Senior Environment Artist
    • Company
      InXile Entertainment
    • Mobile Game
      Reign of Amira
    • Year
      2014
    • Role
      Principle Game Artist
    • Company
      Qualcomm
    • Video Game
      Resistance 3
    • Year
      2011
    • Role
      Multiplayer Map World Builder
    • Company
      Insomniac
    • Video Game
      Grand Theft Auto 5
    • Year
      2013
    • Role
      Environment Artist - World Builder
    • Company
      Rockstar
    • Video Game
      The Golden Compass
    • Year
      2007
    • Role
      Art Director
    • Company
      Shiny Entertainment / Double Helix
    • Video Game
      The Matrix - Path of Neo
    • Year
      2005
    • Role
      Lead Artist
    • Company
      Shiny Entertainment
    • Video Game
      Enter The Matrix
    • Year
      2003
    • Role
      Environment Artist
    • Company
      Shiny Entertainment
    • Video Game
      Sacrifice
    • Year
      2000
    • Role
      Character Artist
    • Company
      Shiny Entertainment

Experience

  • Senior Environment Artist ( Contract ) at Dreamscape Learn
    Culver City, US
    April 2025 - July 2025

    I was brought on to help create a demo level to show off a new VR. engine under development. I planned out what we should do, created assets, and world-built from asset packs, and designed and created various Points of Interest from the VR perspective. I was then put in charge of 14 older scenes that the company wanted optimized to run on android at higher frame rates.

    Enchanted Fjord VR demo

  • Senior Artist at Unbroken Studios
    El Segundo, California
    January 2018 - February 2025

    Hired to add artwork and experience to a startup that was shopping for projects. I worked as a world builder and asset artist on the game Dark and Light, an open-world MMO using the ARK engine. I was the first artist on Harry Potter Quidditch Champions and helped create the demo and work out the pipeline and several of the initial level design problems. I spent 6 years on the project as the principal Architecture artist, designing and building several Quidditch arenas that highlighted the cultural styles and themes of the international locations. Ultimately, our team of 4 artists spent more than a year optimizing and working to get the game running smoothly across several SKU’s

    Fractured Lands

    Dark and Light

    Harry Potter Quidditch Champions

  • Art Director/ Art Coordinator ( Contract) at seismic games
    Culver City, California, US
    August 2017 - January 2018

    Brought on to Art Direct Blade Runner Revelations VR. I spent 3 months on the title before I was moved to be an art coordinator with ILM for the Millennium Falcon Ride at Disneyland when the previous coordinator quit. Worked for 3 months on the ride handling the incoming assets from ILM to use in Unreal to create the ride's environment.

    Blade Runner Revelations VR

    Millenium Falcon Motion Ride

  • Senior Environment Artist at InXile Entertainment
    Newport Beach, California, US
    January 2014 - March 2017

    Brought on to help with Wasteland 2 and quickly amassed several levels to create. I judged the asset packs they were using to be low quality and knew it would take more time to fix than to build from scratch. I completed several layout designs and created new assets. I then spent 2 years designing and creating over 20 multi-screen levels for the RPG Torment – Tides of Numenera. I visualized, modeled, and textured the areas, which were a wild combo of sci-fi and fantasy.

    Wasteland 2

    Torment: Tides of Numenera

    The Mage's Tale VR

    The Bard's Tale 4

  • Senior Artist at Qualcomm ( Contract )
    Mira Mesa, US
    January 2012 - January 2014

    I contracted with Qualcomm to create content to show off the graphic power of their next-gen chipsets. I then spent 1.5 years creating most of the Environments for a mobile game called Reign of Amira.

    Reign of Amira Mobile

  • Senior Artist at Rockstar
    Carlsbad. California, US
    January 2011 - January 2012

    Senior Environment Artist on Grand Theft Auto 5. I was responsible for building and texturing several locations in the desert areas of the game. This work included extensive use of modular assets, decals, and LOD's

    Grand Theft Auto 5

  • World Builder ( contract) at Insomniac (Contract)
    Burbank, California, US
    January 2010 - January 2011

    I joined Insomniac as a contractor to help build the multiplayer levels of Resistance 3. I created science fiction and real-world assets, made modular setups, and world-built.

    Resistance 3

  • Art Director at Double Helix
    Irvine, US
    January 2008 - January 2010

    Shiny Entertainment became Double Helix and I continued as Art Director on The Golden Compass, Justice League Mortal (based on the cancelled George Miller Movie) and the spin off game Green Lantern.

    Justice League - Cancelled movie project

    Green Lantern - Cancelled movie project

  • Character Artist / Environment Artist / Lead Artist / Art Director at Shiny Entertainment
    Newport Beach
    January 1997 - January 2008

    I joined Shiny as the Character artist on the PC game Sacrifice. Over 3 years, I designed and produced over 65 character models. The next project was Enter The Matrix, where I moved over to Environment Art. I designed and created the sewer levels in the game. The sequel game, The Matrix Path of Neo, saw me move to Lead Artist, where I oversaw all level art and created 7 levels myself. I was then promoted to Art Director, where I oversaw several titles, including several handheld games, some concepts, and The Golden Compass, based on the movie.

    Sacrifice - Character Artist

    Enter The Matrix - Environment Artist

    The Matrix Path of Neo - Lead Artist

    The Golden Compass - Art Director