Joachim Coppens
Joachim Coppens
Senior Level Artist at Xbox Game Studios - Rare
Tamworth, United Kingdom

About

Hi there! I'm a senior level artist with a passion for video games and a love for building worlds and exploring and documenting the world around us. I’m originally from Belgium and currently living in the UK.

I'm currently working on the environment art team for Sea of Thieves at Rare, after spending some time with the Everwild team to help explore its initial art direction. In my role at Rare I have previously worked on shipping the base version of Sea of Thieves, helping to create the first set of islands across three different biomes.

In the past, I've worked on Assassin's Creed Chronicles and Shadow of the Beast at Climax Studios in the UK and on Age of Wonders III at Triumph Studios in the Netherlands.

My background has been a bit of a journey from graphic design to programming, finally shifting back across the spectrum when I found my calling in game art.

This gives me the advantage of being able to look at technical and artistic challenges from multiple perspectives and effectively communicate with colleagues across disciplines.

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Skills

3D ModelingGame DevelopmentTexturingProp ModelingEnvironment ModelingLightingHard Surface ModelingLow-poly ModelingEnvironment DesignLevel DesignWorld BuildingStorytellingPBR Texturing

Software proficiency

Unreal Engine
Unreal Engine
Maya
Maya
Photoshop
Photoshop
Houdini
Houdini
ZBrush
ZBrush
Premiere
Premiere
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Designer
Substance 3D Designer
Perforce
Perforce
Trello
Trello
Gaea
Gaea
World Machine
World Machine
Mudbox
Mudbox
Unity
Unity
3ds Max
3ds Max
Illustrator
Illustrator
Hansoft
Hansoft

Productions

    • Video Game
      Sea of Thieves
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Xbox Game Studios - Rare
    • Video Game
      Assassin's Creed Chronicles
    • Year
      2016
    • Role
      Artist
    • Company
      Climax Studios
    • Video Game
      Shadow of the Beast
    • Year
      2016
    • Role
      Artist
    • Company
      Climax Studios
    • Video Game
      Age of Wonders III
    • Year
      2014
    • Role
      Environment Art Intern
    • Company
      Triumph Studios

Experience

  • Senior Level Artist at Xbox Game Studios - Rare
    Twycross, United Kingdom
    July 2018 - Present

    In 2018, I made the move from contracting to being a permanent member of the Xbox Game Studios team at Rare as a Senior member of the level art team.

    Working on the world art team for Everwild, I get to help develop the world art and its design, working closely with the concept, design and engineering teams.

    My responsibilities are split between shaping the world itself and creating assets to place in it. I've also helped on some initial work on our reveal trailer.

  • Environment Artist at Xbox Game Studios - Rare
    Twycross, United Kingdom
    August 2015 - June 2018

    Since August 2015 I have been working at Xbox Game Studios (Rare) on Sea of Thieves, the pirate themed shared world adventure game.

    My main responsibility is to assemble levels using a library of assets and building on the designers' vision. I also work with outsource providing documentation and feedback to ensure art consistency and quality across the level work. I've also provided my team with a couple of handy Unreal Blueprint tools to speed up routine level art tasks. Additionally, I have helped out on promotional materials such as the key art for the game and several videos.

  • Artist at Climax Studios
    Portsmouth, United Kingdom
    May 2014 - July 2015

    At Climax, I have worked on Assassin's Creed Chronicles: China on the environment art team. I worked closely together with designers and VFX artists on several levels of the game to ensure a quality gameplay experience as well as appealing visuals for all three episodes of the game.

    Following that, I worked on the PS4 remake of Shadow of the Beast, doing mostly level construction, asset creation and lighting as well as some gameplay scripting in Unreal Blueprint.

  • Environment Art Intern at Triumph Studios
    Delft, Netherlands
    February 2013 - July 2013

    During my internship at Triumph Studios, I was responsible for two of the in game races' cities, five vehicle units, about a dozen world map structures, two sets of particle effects, lots of vegetation and decorative props.

  • Software Development Intern at Playlane
    Ghent, Belgium
    April 2010 - August 2010

    An internship working on various educational and commercial projects, consisting mainly of ActionScript 3.0 programming using Flash, as well as image edition in Photoshop.

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