Kevin Green
Email kevincgreen@gmail.com
I am an experienced professional in the video game industry with 15 years focusing on world art and level design. My career has spanned various platforms including PC, console, mobile, and VR, where I’ve held key roles in both project leadership and team contributions. At ArenaNet, I served as a Senior Environment/World Artist for ‘Guild Wars 2’, designing expansive areas like the Tangled Depths. As Lead Level Artist for ‘Warhammer Odyssey’, I directed an international team to develop a mobile MMO. I was integral to Ruinc Games as a founding member, significantly shaping the ‘Torchlight’ series from its conceptual phase. My latest venture into VR with RFOX VALT showcases my ability to innovate with emerging tech, crafting environments for new interaction possibilities. My extensive experience with different game IPs reflects my skill in tailoring art styles and design to various game worlds. Starting with casual games, I’ve gained comprehensive exposure to the game development process, from inception to release, making me a versatile asset capable of adapting to diverse project demands. My combination of artistic vision, technical expertise, and leadership has established me as a vital contributor to creating engaging, visually rich game environments.
Career Experience
Lead World Artist VR
RFOX
April2022-August 2024
Location: Remote
Project: Rfox Vault
- Collaborated closely with the Art Director to translate creative vision into a cohesive, playable experience, ensuring alignment with project goals.
- Led an international team of internal and external artists, coordinating efforts to maintain consistent art style and meet delivery deadlines across multiple project components.
- Designed distinct virtual districts, each with a unique aesthetic and atmosphere, enhancing world immersion and diversity.
- Developed residential apartments, including entrance lobbies, reflecting varied living styles while prioritizing visual appeal and functionality.
- Created a versatile shop template adaptable to diverse business concepts (e.g., DJ events, holiday celebrations), boosting user engagement and economic vibrancy within the virtual ecosystem.
- Ensured all environments were visually stunning and seamlessly integrated into the platform, delivering a rich, immersive user experience.
Lead Level/World Artist
Virtual Realms
December 2018-April 2022
Location Bangkok/Remote
Project: Warhammer Oddessy Mobile MMORPG
- Directed level design for Warhammer: Odyssey, an ambitious MMORPG adapting the iconic Warhammer Fantasy IP for mobile devices.
- Led an international team in creating expansive MMO-style environments, including Drakwald Forest, Marienburg city, its vast underground sewer system, and a Skaven-themed raid instance.
- Oversaw all aspects of map creation from initial greyboxing to final shipping, encompassing map design, layout, lighting, task delegation, and quality review.
- Ensured environments remained faithful to Warhammer lore while optimizing performance for mobile platforms.
Senior Environment/World Artist
ArenaNet
Oct 2010 – Jun 2018 · 7 yrs 9 mos
Location Bellevue, WA
Project: Guild Wars 2
- Designed and delivered immersive zones from concept to completion, overseeing paper design, blockouts, terrain sculpting, lighting, prop creation, and environmental effects for the initial release, expansions, and Living World content.
- Collaborated closely with design and narrative teams to align with encounter requirements while enhancing environments with original features, including mini dungeons, jumping puzzles, visual themes, hidden areas, and landmarks.
- Key contributor to the base game, polishing maps such as Timberline Falls to a finished state and driving world-building across diverse biomes—deserts, jungles, war-torn landscapes—for expansions and seasonal updates.
Notable Projects & Achievements:
- Tangled Depths (Heart of Thorns Expansion): Created a complex, vertically intricate map featuring expansive, layered environments, showcasing advanced terrain design and environmental storytelling.
- The Arm of Abaddon Jumping Puzzle (Siren’s Landing): Designed a player-friendly yet challenging jumping puzzle with a striking blue flame reward, earning positive community feedback for its creativity and execution.
- Molten Furnace Dungeon (Flame and Frost): Crafted a dynamic dungeon experience, integrating gameplay-driven design with atmospheric world art.
- Additional Contributions: Developed Bloodstone Fen, Lake Doric, and Mad King’s Labyrinth, driving design ideas for scenarios, gameplay mechanics, and thematic elements across varied landscapes.
Artist
Runic Games
Aug 2008 – Nov 2009
Location: Seattle WA
Project: Torchlight
- Served as a founding team member instrumental in defining the aesthetic and gameplay environment for Torchlight, contributing to nearly 2 million copies sold.
- Developed concepts, 3D models, and textures for creatures, weapons, and environments, creating emblematic elements that shaped the series’ charm and visual identity.
- Played a versatile role supporting texturing, prop creation, level decoration, and animation, enhancing team efficiency and expanding the project’s creative scope.
Lead Artist
Flagship Studios
Jan 2007 – Jul 2008 · 1 yr 7 mos.
Location: Seattle WA
Project: Mythos
- Created concepts for creatures, environments and environmental objects.
- Collaborated with outsource team and provided feedback for asset creation; including environments, animations, props, textures and concepts.
- Integrated art assets into game.
Environment Artist
Turn 10 Microsoft Game Studios
2006 – 2007 ·
Location: Redmon, WA
- Contributed to detailed racetrack environments for Forza Motorsport 2, a flagship racing title on Xbox 360, enhancing visual realism and gameplay immersion.
- Collaborated with level design and art teams to create authentic, high-fidelity race circuits, optimizing assets for performance and aesthetic quality within engine constraints.
- Contributed to the development of iconic in-game tracks, ensuring accurate topography, textures, and environmental details to support the game’s simulation-focused experience.
3d Artist/Animator
WildTangent
2002 – 2005 (3 years)
Location: Redmond, WA
- Designed and animated assets for a diverse portfolio of casual games, leveraging skills in 3D art, animation, level design, UI design, and storyboarding over a three-year tenure.
- Enhanced RPG Fate by creating weapons, creatures, and armor designs paired with fluid character animations to build an immersive fantasy experience.
- Shaped racing titles including Fox 24, Final Drive Nitro, and Daimler Chrysler’s Road Ready Teens as a Level Designer and 3D Artist, delivering dynamic tracks and realistic assets for engaging gameplay and educational value.
- Contributed to sports games such as Visa Torino Olympics as Lead Artist for track and animation design, and Coke Basketball as UI Artist, ensuring authentic visuals and accessible interfaces.
- Supported puzzle/exploration games like Crystal Maze with 3D maze and level design, and Penguins! with storyboarding and layout artistry to drive narrative flow.
- Elevated interactive titles including Music Mixer (Xbox) with 3D assets and animations, and WildCards with animated 3D avatars to enrich player engagement across genres.
Skills
- World Art & Level Design: Expert in crafting immersive environments and gameplay-driven levels across PC, console, mobile, and VR platforms, from concept to shipping.
- 3D Modeling & Texturing: Proficient in creating high-quality assets (creatures, props, environments) with optimized textures and visual appeal.
- VR Development: Skilled in designing interactive virtual ecosystems for VR, enhancing immersion and functionality (e.g., RFOX VALT).
- Leadership: Experienced in leading international artist teams, coordinating workflows, and delivering projects on time while maintaining art consistency.
- Cross-Platform Optimization: Adept at balancing aesthetics and performance for diverse platforms, including mobile (Warhammer Odyssey) and console (Forza Motorsport 2).
- Environmental Storytelling: Strong ability to embed narrative and lore into designs, creating memorable worlds (e.g., Tangled Depths, Torchlight).
- Collaboration: Proven team player, partnering with art, design, and narrative teams to align vision and execution.
- Tools: Proficient in Unity, 3D Studio Max, Photoshop, and game development pipelines; experienced with Perforce,Git (version control), Slack, and Teams for team coordination and communication.
- Adaptability: Versatile in adapting art styles, technologies, and project scopes across 20+ years in the industry.
Education:
California Institute of the Arts BFA, Character Animation
Barnstone Studios : A classical art studio
FuturePoly : Professional Program