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shora farahani
shora farahani
Principal Environment Artist - Highwire Games
Los Angeles, United States

Summary

I have been actively working in the US gaming industry since 2011 after I released my 2nd full
CG animation. I have been part of all sorts of teams - from very small (5 people) to large
multi-location studios with a variety of budgets and games for different platforms.

Recently I have been mostly in Principal/lead roles - actively being part of the day to day
production, while helping other team members/outsourcing teams achieve the goals of the
production.

Skills

3D Animation3D Modeling3D VisualizationEnvironment ModelingPre-viz

Software proficiency

3ds Max
3ds Max
Blackmagic Design Fusion
Blackmagic Design Fusion
Photoshop
Photoshop
ZBrush
ZBrush
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
mental ray
mental ray
V-Ray
V-Ray
Maya
Maya
Marvelous Designer
Marvelous Designer
Mudbox
Mudbox
Blender
Blender
Jira
Jira
Unity
Unity
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Judas
    • Year
      2030
    • Role
      Senior Level Artist/Architect
    • Company
      Ghost Story Games
    • Video Game
      Six Days in Fallujah
    • Year
      2024
    • Role
      Principal environment Artist
    • Company
      Highwire Games
    • Video Game
      The Last of Us Part 2
    • Year
      2020
    • Role
      Environment Artist
    • Company
      Naughty Dog
    • Mobile Game
      Episode
    • Year
      2018
    • Role
      Associate Principal Artist
    • Company
      Pocket Gems
    • Video Game
      Call of Duty: Advanced Warfare
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Sledgehammer Games
    • Video Game
      Call of Duty: Ghosts
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Raven Software
    • Video Game
      Call of Duty: Black Ops 2
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Raven Software
    • Video Game
      Call of Duty: Modern Warfare 3
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Raven Software
    • Movie
      Parallel Lines : Runaway
    • Year
      2011
    • Role
      Director/ Lead Artist
    • Company
      self-funded for (Scott Free association competition)
    • Movie
      Iceshed
    • Year
      2010
    • Role
      Director/ Lead Artist
    • Company
      self-funded
    • Video Game
      Monsters vs Aliens: videogame
    • Year
      2008
    • Role
      Technical Artist (CG)
    • Company
      Cinematico Inc
    • TV Production
      Xavier: Renegade Angel
    • Year
      2008
    • Role
      Sequence Supervisor
    • Company
      Cinematico Inc

Experience

  • Principal Environment Artist at Highwire Games
    Seattle, WA (remote), US
    August 2023 - January 2025

    Six Days in Fallujah (Early Access - Single Player, Co-Op, Multiplayer; TBD/PC)

    ▪ Creating/Updating modular/procedural environments (interior/exterior) for major war areas in the game + Auditing the builds

    due to quick release schedules for project backers

    ▪ Guiding the team on middle eastern architecture based on past knowledge and references and mentoring Jr artists

    ▪ Working closely with Creative direction, Art direction, Engineering and Design to solve variety of issues emanating from the

    procedural nature of the title

    ▪ Taking leadership for improving traversal in the entirety of the game

    ▪ Art leadership in one of the 2 announced Campaign levels

  • Senior Level Artist/Architect at Ghost Story Games
    Westwood, MA (remote), US
    January 2020 - July 2023

    ▪ Serving as lead level architect in creating/designing environments for this unique title with multitudes of layers of complexity

    from concept to the final polish phase with strong focus on environmental storytelling and narrative

    ▪ Creating a variety of exemplar levels for establishing the look of the game and resolving all the incoming issues in the process.

    ▪ Creating documentation and guidance for the rest of the team (inhouse and multiple outsourcing studios) with regards to all the

    level building updates/techniques; reviewing all the upcoming work to make sure the quality of the entire game stays consistent.

    ▪ Working closely with Creative direction, Art direction, Engineering and Design to solve variety of puzzles/issues emanating from

    the unique nature of the title and level mechanics

    ▪ Taking ownership of all the modeling, Texturing and Shaders in the game by either tackling the task myself or directing/guiding 4

    external outsourcing teams (reviewing about 15-20 assets on a daily basis)

    ▪ Being involved with technical Art, Lighting, Composition and atmosphere and mentroting Jr artist in the team

  • Lead Environment Artist at Tangent Games
    Burbank, CA, United States of America
    August 2019 - December 2017

    Unannounced “Google Stadia” Title

    (single-player; TBA)

    - Establishing the entire art pipeline for a procedurally generated game with AAA quality on Unreal4

    - Creating the entire shader/material network which can support such high quality extended for the proceduralism

    - Creating all art for levels in collaboration with the design team

    - Supervising and integrating outsourced assets into the pipeline

  • Environment Artist - Modeling at Naughty Dog - Sony
    Santa Monica, United States of America
    January 2019 - July 2019

    Last of Us - Part 2

    (single-player; PS4)

    - Model realistic looking 3D environments, based off an idea/concept or real-world references

    - Worked closely with Art direction and Level Design as a team to plan and execute the creation of a level

  • Associate Principal Artist at Pocket Gems
    San Francisco, United States of America
    September 2017 - December 2018

    - Working with Art Director on establishing the look for the next evolution of “Episodes”

    - Creating new PBR pipeline to be used in conjunction with proprietary 3D engine and documenting the workflow

    - Establishing the look of Episode backgrounds in 3D space and communicating with outsourcing for re-paints

  • Senior Creative/ Lead Artist at Outward Inc
    San Jose/CA, United States of America
    April 2015 - Present

    ● Leading the Pilot team in creating outstanding/lifelike 3D representation of real​ world objects and scenes for various presentation formats (image/video) for variety of clients each with their own unique set of challenges

    ● AR (Google Tango)/VR asset optimizations and integration in Unity

  • Environment Artist at Sledgehammer Games
    Foster City/CA, United States of America
    February 2013 - February 2015

    ● Call of Duty: Advanced Warfare (single​player/multiplayer)

    ● Call of Duty: Advanced Warfare ​ DLC1/DLC2

  • Environment Artist at Raven Software
    Middleton/WI, United States of America
    April 2011 - January 2013

    ● Call of Duty: Modern Warfare 3 (single​player/multiplayer)

    ● Call of Duty: Modern Warfare 3 ​ DLC1/DLC2/DLC4

    ● Call of Duty: Black Ops2 (multiplayer)

    ● Call of Duty: Ghost (multiplayer)

  • Director/Creator at self-funded Short Films
    San Francisco, United States of America
    October 2007 - August 2010

    ● Parallel Lines – Runaway A short I made for Philips TV ​ Parallel Lines competition through Ridley Scott associated agency

    ● Iceshed Short film (http://www.imdb.com/title/tt1523306/ ) A 13​minute full​-CG short film based on my own script through every stage of production previz/modeling /texturing /animation /mocap /VFX /compositing /editing /sound design)

  • Sequence Supervisor/ Techincal Artist at Cinematico Inc
    San Francisco, United States of America
    August 2008 - December 2007

    ● Monster vs. Aliens (Game Cinematic – 5 sequences) Technical director working on hair/cloth/lighting/effects/rendering

    ● Xavier: Renegade Angel (TV show ​ 9 episodes) Sequence supervisor, working with all the team responsible for animation and making sure all the shots on each episode get delivered on the deadline as per client’s request