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Alan Carter
Alan Carter
I dream in wireframe and count render vertices
St. Louis, United States

Summary

- 25 Years of Game Development and Simulation experience
- Excellent communication skills, team player, mentor, highly self motivated
- Ability to convey and interpret ideas between various teams
- Diplomatic ability to negotiate cross-team with positive resulting amalgamations
- Experience with over a dozen Game Engines and Development Platforms (industry and proprietary)
- Solid understanding of various art pipelines, workflows, and all aspects of game development
- Environment, texture, material, shader, character, vehicle, destruction, UI, AI pathing and complex prop pipelines
- Passion for efficiency and performance, always trying to push the limits of what is possible
- Understanding and ability to manage complex hierarchies, riggs and procedural systems
- Vehicular destruction hierarchies, Environmental destruction, Music Visualizer Expansions
- Riggs: Biped, Quadruped, Insect, Fantastical, Comical, Facial, and non conformist riggs
- BISim Biome Tuner: Entirety of Earth’s surfaces, trees, bushes, grasses and how they were procedurally layered
- Animation retargeting, keyframe compression, conversion of mocap data to real time animation
- Master at high to low poly conversion, UV/texture atlasing, optimization and texture baking
- Problem solver, troubleshooter, innovator, integrator of new ideas
- Ability to capture repeatable steps for bugs and broken systems
- PC – Mac - Mobile – VR – AR – MR development experience
- Ability to manage teams of artists and outsourcing

Skills

Game DevelopmentArt DirectionGame DesignLevel DesignMilitary Simulation3D ModelingHard Surface ModelingHigh-poly ModelingLow-poly ModelingTexturingUV MappingPBR Texturingmobile game developmentVRXRARTexture Atlas creationTexture BakingRiggingFacial Rigging & AnimationVehicle ModelingProp ModelingProp DesignCharacter ModelingCharacter AnimationParticle EffectsLightingVideo EditingSound Editing3D PrintingKitbashingZBrush Brush CreationArchitectural VisualizationMap DesignUser Interface Design

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unity
Unity
Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
SpeedTree
SpeedTree
Substance 3D Designer
Substance 3D Designer
Illustrator
Illustrator
After Effects
After Effects
Audition
Audition
CrazyBump
CrazyBump
xNormal
xNormal
Roblox Studio
Roblox Studio

Productions

    • Video Game
      Immersed VR immersed.com
    • Year
      2022
    • Role
      Technical Art Director
    • Company
      Immersed VR
    • Video Game
      VBS4 - VBSBlue bisimulations.com
    • Year
      2020
    • Role
      Lead Environment Artist
    • Company
      Bohemia Interactive Simulations
    • Video Game
      100LE, 100P, 100MIL, 300LE, 300MIL, 180LE, ISMT, EST II Training Systems www.inveristraining.com
    • Year
      2018
    • Role
      Sr. 3DVFX Artist
    • Company
      MEGGITT Training Systems
    • Mobile Game
      Tiki Kart Island
    • Year
      2018
    • Role
      Early development - Technical Art and Design
    • Company
      ARB Studios
    • Mobile Game
      Magic Words 2
    • Year
      2015
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      Tiki Kart 3D
    • Year
      2012
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      Steampunk Racing 3D
    • Year
      2012
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      3D BlastABall
    • Year
      2010
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      Tiki Golf 2
    • Year
      2011
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      3D Bio Ball
    • Year
      2011
    • Role
      Art Director
    • Company
      ARB Studios
    • Video Game
      Hunting Unlimited 2011
    • Year
      2011
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      Tiki Golf
    • Year
      2010
    • Role
      Level Art - Assembly
    • Company
      ARB Studios
    • Mobile Game
      3D Magic Words
    • Year
      2010
    • Role
      Art Director
    • Company
      ARB Studios
    • Mobile Game
      Buck Fever
    • Year
      2009
    • Role
      Art Director
    • Company
      ARB Studios

Experience

  • Contract Artist - Jack of all trades at Prometheus Games
    St Louis, US
    August 2024 - December 2024

    After leaving Immersed, I was contracted by Matt Thompson in St. Louis to contribute to his game development efforts. My work during this period included character modeling, asset creation, and modular environment building for games primarily targeting the Roblox platform. Here is a synopsis of the projects I worked on:

    Funko Pop-Styled Characters

    I developed stylized Funko Pop-inspired characters optimized for the Roblox platform. By leveraging the S15 skeletal system provided by Roblox, I unlocked access to their entire animation library. Using advanced workflows in Substance Painter, I maximized detail while keeping the triangle count within 1,500–2,000 per character. Projects included two themed sets:

    King Arthur's Court: Arthur, Lance, Gwen, and Merlin.

    Circus Set: Ring Leader, Bearded Lady, Strongman, and Clown.

    Modular Roblox Pets

    Building on this success, I created a modular pet set that featured interchangeable parts. These assets supported dynamic customization, allowing players to modify pets’ appearances based on color, textures, and thematic accessories. Highlights included:

    Modular creatures like dragons, robots, and medieval pets.

    Flexibility for integration into varied Roblox themes such as Circus, Modern Careers, and Egyptian.

    Ball Busters: Spheres and Weaponry

    In the Ball Busters game concept, I developed:

    Spheres: Over 90 ball designs, integrating cracks and destruction mechanics for progressive health indicators.

    Weapons: A wide array of attachable items such as wrecking balls, drills, flamethrowers, and shields, complete with animation examples and particle effects.

    Ball Busters: Modular Arenas

    To expand gameplay, I designed a comprehensive modular arena kit that allowed for rapid prototyping of game environments. The kit featured embankments, curved tracks, tunnels, and hazard traps like spinning flamethrowers and rock grinders. I also built a dozen initial arenas using these modular assets.

    City Building in Roblox

    I explored large-scale modular architecture for Roblox:

    One Metropolitan Square: I created a detailed, modular proof of concept for a St. Louis skyscraper in just 22 hours, demonstrating high-to-low poly workflows and optimized LODs.

    St. Louis Old Courthouse: I designed a larger-than-life recreation to align with Roblox's visual style, ensuring accurate scale and modular adaptability.

    Modular Raceway Revival

    Leveraging a previously developed modular raceway set, I proposed modernizing and integrating it into Roblox. This effort focused on enhancing gameplay mechanics with new collision types, procedural assembly tools, and updated PBR textures.

    This contract work highlights my ability to adapt to new platforms, create highly efficient and customizable assets, and apply my deep knowledge of modular systems to diverse game development challenges. The versatility and quality of my contributions demonstrate my passion for creating dynamic and engaging gaming experiences.

  • Lead 3D Technical Artist at Immersed VR
    Austin, Texas, Remote, US
    July 2021 - August 2024

    At Immersed, I had the opportunity to design and create immersive virtual environments for one of the leading VR workspace applications. The primary focus of my work was crafting peaceful, engaging settings optimized for standalone VR devices like the Oculus Quest and Pico headsets. These environments were not just backdrops but essential tools for productivity, collaboration, and relaxation.

    Key Contributions:

    Environment Design: I developed a series of highly optimized virtual spaces, such as conference rooms, auditoriums, and workspaces, ensuring they could be used comfortably for extended periods.

    Performance Optimization: Balancing visual fidelity with performance was a critical part of my role, given the limitations of standalone VR hardware. I meticulously managed resource usage to achieve visually stunning environments that ran smoothly.

    Collaboration Features: Environments were tailored for features like co-working, screen sharing, presentations, and webcam integration, blending functionality with aesthetics.

    User Feedback Integration: Leveraging analytics and direct user feedback, I iteratively refined designs to enhance usability and engagement.

    Highlighted Projects:

    Virtual Offices: Crafted modular office environments, allowing users to customize layouts to suit their preferences.

    Themed Environments: Created atmospheric settings such as outdoor lounges and futuristic auditoriums to match diverse user needs.

    Low-Poly Design: Delivered visually striking environments that maintained low-poly efficiency for standalone VR performance.

    This work not only honed my technical and creative skills but also reinforced my passion for building virtual worlds that improve the way people work, collaborate, and connect in the Metaverse.

  • Lead 3D Environment Artist at Bohemia Interactive Simulations
    Prague, Orlando, UK, Remote, CZ
    July 2019 - June 2021

    World-Building at a Planetary Scale

    During my tenure at Bohemia Interactive Simulations (BISim), I had the privilege of leading environment development for a groundbreaking project: creating a procedurally generated 1:1 digital mirror of Earth. This immense undertaking required not only artistic and technical expertise but also an innovative approach to modularity, procedural generation, and GIS integration. My role was a blend of technical artistry and leadership, overseeing vast datasets and assets to bring Earth's diverse landscapes into a unified simulation platform.

    Key Contributions and Responsibilities:

    Global Environment Creation:

    Delivered thousands of unique terrain materials, vegetation assets, and surface features, covering Earth's diverse biomes. These included seasonal variations for vegetation, ensuring realistic depictions of environments throughout the year.

    Managed the modular creation of architectural assets, from individual building tiles to complex urban settings, aligning with a broad range of global architectural styles.

    Integration of Geospatial Data:

    Worked with topographical maps, satellite imagery, and OpenStreetMap (OSM) data to translate real-world geographic information into procedurally generated environments. This meticulous process ensured high accuracy and immersion for users.

    Collaborated with the procedural generation team to automate city layouts, airport construction, and road systems, producing both macro-scale landscapes and micro-scale focus areas.

    Technical Innovation:

    Developed modular 2D and 3D art assets mapped to procedural tools for efficient world-building, reducing artist workload while enhancing asset consistency.

    Optimized asset pipelines to balance realism with performance, crucial for simulation fidelity across diverse hardware platforms.

    Supported tool development for procedural airport generation, blending manual artistic input with algorithmic precision for detailed environments like San Francisco International Airport.

    Detailed Biome Management:

    Designed and maintained all terrain surfaces, grass patches, bushes, and trees for global application.

    Used procedural layering techniques and tools like Substance Painter and Designer to craft realistic transitions between materials, creating lifelike ecosystems from dense forests to arid deserts.

    Collaborative Workflows:

    Coordinated between artists, engineers, and procedural generation teams to ensure seamless integration of creative and technical aspects.

    Provided extensive documentation and training for the team, ensuring a shared understanding of workflows and standards.

    Highlighted Achievements:

    San Francisco International Airport: Orchestrated the creation of a highly detailed airport environment that became a benchmark for BISim’s procedural airport generation system. This work set the standard for future airport modeling and simulation.

    Procedural Building Kits: Designed modular building tiles optimized for performance, which were further baked into 2D panels for different levels of detail (LOD). These systems were instrumental in scaling architecture from single structures to entire cities.

    Seasonal Variations: Delivered a complete library of vegetation assets for every biome, each with seasonal variants, ensuring users experienced accurate and immersive environments year-round.

    Legacy and Impact:

    My work at BISim not only helped shape a highly innovative simulation platform but also demonstrated the power of combining artistic vision with procedural and technical systems. By pushing the limits of modularity and procedural tools, I contributed to a project that continues to set standards for large-scale simulation environments.

    This role reinforced my passion for building immersive, technically sophisticated worlds and my love for leveraging modularity and procedural systems to tackle challenges on a planetary scale.

  • Sr. 3DVFX Artist at MEGGITT Training Systems
    Suwanee, GA
    February 2016 - November 2018

    Meggitt: Precision in Military Training and Simulation

    At Meggitt, I immersed myself in the cutting-edge world of military training and simulation, delivering high-fidelity 3D environments, props, vehicles, and assets for a variety of training systems. This role demanded a meticulous eye for detail, a commitment to accuracy, and a deep understanding of simulation technology. Working closely with engineers, artists, and project managers, I contributed to the creation of immersive environments that enhanced the realism and effectiveness of military training solutions.

    Key Contributions and Responsibilities:

    Environmental Creation:

    Designed and maintained detailed environments ranging from expansive terrains spanning several square miles to localized modular shoothouses and firing ranges.

    Delivered a wide range of assets for use across varied environments, ensuring consistency and performance optimization.

    3D Asset Development:

    Modeled a diverse range of props, vehicles, and weapons with an emphasis on real-world accuracy, adhering to exacting military standards.

    Produced modular kits to streamline the creation of shoothouses and regional-specific buildings, supporting dynamic scenario generation.

    Early VR Development and R&D:

    Pioneered research and development into early VR simulation training, including prototypes using the Vive Pro and Hololens, green screen integration, and firearms training in mixed reality (MR) environments.

    Experimented with innovative ways to blend virtual reality with live-action simulation to improve training outcomes.

    Surface and Terrain Management:

    Delivered a library of detailed terrain surfaces, from urban environments to varied natural biomes.

    Ensured every surface met strict standards for performance and visual fidelity, balancing efficiency with realism.

    Collaborative Integration:

    Worked with in-house tools and industry-leading software, including Unreal Engine, CryEngine, VBS3, and OpenFlight, to integrate assets seamlessly into simulation systems.

    Optimized workflows and pipelines to meet tight deadlines while maintaining the highest quality standards.

    Notable Projects:

    ISMT and EST II Training Systems: Contributed to immersive military training platforms, crafting realistic environments and assets that enabled soldiers to train in lifelike conditions.

    Regional Terrain Systems: Delivered a range of modular terrain kits and shoothouses tailored to specific operational needs, ensuring the scalability and reusability of assets across multiple projects.

    Early VR Prototypes: Collaborated on virtual reality prototypes designed to explore new frontiers in firearms training and mixed reality applications.

    Skills and Tools Utilized:

    Software: Maya, 3ds Max, Photoshop, Substance Painter/Designer, SpeedTree, ZBrush, Quixel Mixer, Faceware, and After Effects.

    Engines: Unreal Engine, CryEngine, VBS3, OpenFlight.

    R&D Focus: Developed workflows for high-accuracy modeling, optimized rendering techniques, and introduced innovative VR applications.

    Legacy and Impact:

    My work at Meggitt was defined by a drive for precision and innovation, creating environments and assets that elevated military training simulations. By bridging the gap between real-world accuracy and technical artistry, I contributed to systems that enhanced safety, efficiency, and effectiveness in military operations. This role reinforced my dedication to creating detailed, high-performance assets for mission-critical applications, showcasing my ability to adapt and excel in high-pressure, technically demanding environments.

  • Technical Art Director at ARB Studios
    Orlando, FL
    September 2008 - February 2016

    Pioneering Innovation and Cross-Platform Development

    As the co-founder of ARB Studios, I played an integral role in shaping the company’s creative and technical vision. Over nearly a decade, I was deeply involved in the design, development, and integration of every artistic element in over a dozen cross-platform games. ARB Studios marked a chapter of relentless creativity and technical problem-solving, with a focus on mobile and PC game development powered by the ARB Engine—a proprietary engine I co-created to handle the unique challenges of our projects.

    Core Contributions:

    Co-Creation of the ARB Engine:

    Spearheaded the development of a custom game engine designed to support rapid prototyping, efficient pipelines, and multi-platform scalability.

    Worked closely with engineers to optimize the engine’s performance while ensuring its compatibility across mobile and PC platforms.

    Art Integration and Pipeline Development:

    Personally integrated every piece of art, from characters and environments to props and visual effects, into the ARB Engine.

    Developed workflows for asset optimization, ensuring that each game maintained a balance of high visual fidelity and performance.

    Game Design and Artistic Direction:

    Directed the design of numerous games, spanning diverse genres such as racing, puzzle-solving, and action-adventure.

    Created modular, reusable assets to streamline the development process and maintain consistency across projects.

    Cross-Disciplinary Collaboration:

    Partnered with programmers, designers, and other artists to ensure seamless integration of assets and adherence to project timelines.

    Bridged technical and artistic teams, providing solutions to complex challenges and ensuring project goals were met.

    Games Developed at ARB Studios:

    Tiki Kart 3D

    Tiki Kart Island

    Tiki Golf

    Tiki Golf 2

    Steampunk Racing 3D

    Hunting Unlimited

    Buck Fever

    3D Magic Words

    Magic Words 2

    3D Bio Ball

    Word Avalanche

    3D Blast-A-Ball

    Malum Umbra

    Technical Expertise and Tools:

    Software: 3ds Max, Photoshop, Substance Painter, Bryce, Crazybump, ZBrush.

    Pipeline Innovations: Introduced techniques such as modular asset creation, multi-resolution texture baking, and custom shaders to enhance visual quality and streamline production.

    Game Engines: ARB Engine (proprietary), Unity (for prototyping), and additional exposure to other engines for benchmarking and innovation.

    Challenges and Achievements:

    Transition to Mobile Gaming: After the initial funding for a steampunk MMO was halted due to unforeseen circumstances, ARB Studios pivoted to mobile games. This shift required rapid adaptation to new platforms and market trends, a challenge I embraced with enthusiasm.

    Creative Problem-Solving: Whether optimizing assets for low-memory devices or designing intuitive UI/UX for mobile screens, each project presented unique hurdles that strengthened my technical and artistic skills.

    Legacy and Impact:

    ARB Studios was more than a workplace—it was a proving ground for my dedication to innovation and artistry. The games we created not only entertained players worldwide but also demonstrated the potential of small teams to achieve remarkable feats through collaboration, ingenuity, and relentless passion. My time at ARB Studios solidified my expertise in art integration, game design, and multi-platform development, and it remains one of the most formative chapters of my career.

  • Sr. Technical Artist at ReZilio
    Atlanta, GA
    March 2007 - August 2008

    At Rezilio, I balanced two dynamic roles that showcased my versatility and dedication to creative and technical innovation. By day, I managed a small team focused on producing accessible and engaging Flash games for the company’s public-facing charity initiative. Each month, I led the creation of 3-4 games designed to captivate players while supporting a noble cause.

    In the evenings and weekends, my efforts shifted to the development of the ARB Engine, a proprietary, multi-platform game engine that would become the foundation for future projects at ARB Studios. My contributions to this engine focused on ensuring it was artist-friendly and efficient, enabling seamless integration of assets and scalable performance across platforms.

    This dual role not only honed my ability to manage diverse projects but also solidified my technical expertise and passion for developing tools that empower creativity and collaboration. Rezilio was a stepping stone that set the stage for the groundbreaking work that followed at ARB Studios.

  • Technical Art Lead at Rapid Reality
    Merietta, GA
    April 2005 - January 2007

    At Rapid Reality, I took on the role of a technical guide and pipeline architect, specializing in adapting proprietary game engines to meet the needs of multiple MMO titles. My work focused heavily on optimizing workflows, developing tools, and ensuring the smooth integration of assets while maintaining a balance between visual quality and performance.

    Key Contributions:

    Game Engine Expertise: I mastered and benchmarked proprietary technologies like the Keneva and Aura (AX Engine), documenting their limitations and strengths. I then translated these findings into clear guidelines and best practices for the art and development teams.

    Pipeline Development: Established efficient art pipelines, defined quality control standards, and documented processes to ensure consistency and performance across all assets.

    Environment and Asset Creation: Designed and integrated 3D levels, props, weapons, and UI elements while maintaining a focus on optimization and fidelity.

    Collaboration with Multi-Disciplinary Teams: Worked closely with engineers to request improvements to engine tools, troubleshoot challenges, and deliver features that enhanced both visual and gameplay experiences.

    Lightmapping and Optimization: Led a team of technical artists responsible for atlasing and baking lightmaps, achieving optimized performance without compromising quality.

    Mentorship and Leadership: Trained junior team members on how to execute artistic visions while adhering to technological constraints, fostering a culture of growth and collaboration.

    Projects:

    Released MMO: Phylon, the sequel to Endless Ages, where I played a pivotal role in environment creation and asset integration.

    Unreleased MMO: The Chronicle, an ambitious project that further honed my skills in modular design, asset optimization, and the development of immersive environments.

    Rapid Reality allowed me to combine my technical expertise with my passion for creating engaging and visually rich virtual worlds. It was a transformative period that prepared me for larger-scale projects and complex systems integration in future roles.

  • Lead Artist at 3 Romans
    Birmingham, AL
    January 2001 - January 2005

    3 Romans (formerly Silverfish Studios) was a rebranded evolution of the same company, with the name change motivated by its association with bugs, both literally and metaphorically due to the challenges of early game development. During my time at 3 Romans, I transitioned into the role of Lead Artist, refining my skills and playing a critical role in creating a range of PC titles.

    Key Contributions:

    Benchmarking RenderWare: After the company acquired RenderWare, I became the lead in benchmarking its capabilities, creating documentation and workflows to maximize the efficiency of the platform.

    Environment and Vehicle Development: I developed modular levels, vehicles, and props for various games, with a focus on optimizing and integrating these assets into the RenderWare engine.

    Pipeline Optimization: Integrated outsourced assets into the pipeline and assisted in the creation of vehicle destruction mechanics, ensuring a seamless process from concept to implementation.

    Collaboration: Played a significant role in fostering communication between artists and engineers, ensuring technical limitations were considered while maintaining creative quality.

    Released Titles:

    Muscle Car 2

    Country Justice

    Rebel Trucker

    Muscle Car 3

    Ultimate Demolition Derby

    Unreleased Experiments:

    Paragon

    At 3 Romans, I honed my expertise in balancing artistic creativity with technical demands. It was a pivotal step in my career, allowing me to develop systems-based thinking and collaborative skills that became the foundation for future projects.

  • Environment Level Artist at Silverfish Studios
    Birmingham, AL
    May 1999 - January 2001


    Silverfish Studios was where I began my career in game development, contributing to a variety of projects as a 3D Environment Artist. The company was a small, scrappy startup that managed to make an impact in a highly competitive industry despite tight deadlines, a lack of experience, and limited resources.

    Key Contributions:

    3D Game Environment Creation: I worked on building game environments using BSP boolean trees in the creation of detailed game levels, and I also contributed to the creation of props and game items, focusing on optimizing assets for real-time performance.

    Modular Asset Development: I helped to develop modular sets and assets that could be reused across different games, which proved valuable for both development speed and consistency across various projects.

    Documentation: I documented asset pipelines, which was crucial as the team needed clear guidelines on how to handle the art production pipeline.

    Released Titles:

    Boards and Blades 2

    Freestyle BMX

    Unreleased Experiments:

    Machaniation

    Road Rage

    Working at Silverfish Studios gave me early exposure to the challenges and complexities of game development. It laid the foundation for the skills I would continue to refine throughout my career, particularly in modular asset creation and the integration of assets into game engines, which became a hallmark of my work in later roles.