Christian Marshall

Arlington, Tennessee, USA
rhcolossal@gmail.com
rhcolossal.com

OBJECTIVE

To create high-quality art assets, provide design assistance and quality assurance, and manage ground-breaking video games as well as broaden my technical and artistic skills.

EXPERIENCE & SKILLS

7+ years of experience with hand-painting and phototexturing, as well as extensive knowledge of physically-based rendering and implementation into video game engines. Led teams for and managed multiple projects of varying sizes, meanwhile providing visual and gameplay design assistance and extensive quality assurance.

Skills:

Gameplay design experience
Proficient in texture creation
Traditional art skills
Solid understand of PBR
Strong communication skills

Software:

Adobe Photoshop
Clip Studio Paint
Quixel Suite
Steamworks

Engines:

Source Engine (7+ years)
Unreal Engine 4 

PROJECTS

2016 - Portal 2: Eidolon - A small modification for Portal 2, delivering a handful of new levels with a new visual theme and music. Supplied environment assets and quality assurance.
2015-2016 - Blue Portals: Anniversary Edition - Full remake and remastering of first project, Blue Portals, created using a newer branch of the Source engine. Art director, gameplay design support, community manager,  sole texture artist, and writer. Currently unreleased.
2011-2016 - Portal: Alive & Kicking - Remake and re-imagining of Portal, using the Portal 2 branch of the Source Engine. Project lead, art director, sole texture artist, gameplay design, community manager. Also helped design the mod's page on ModDB. Currently unreleased.
2012-2015 - Jaykin' Bacon: Episode Three - A multiplayer Source mod. Created and assisted with textures for multiple models and levels, as well as quality assurance and minimal design support. Currently in closed testing.
2012 - Vectronic (Formerly PUNT) - A puzzle-based Source mod, now on Leadwerks. Textures and gameplay design for early versions. No longer involved with the project, and it is unreleased.
2011-2012 - Portal 2: Weighted Wonderland Parts 1 & 2 - Two holiday-themed levels created for Portal 2, featuring a new visual style, puzzles, and writing. Released a year apart. Art director, gameplay design support, and sole texture artist.
2011 - Team Fortress 2: Black Market Business - A set of items for Team Fortress 2, concepted and textured. 
2011 - Blue Portals: Extended Play - A post-release map pack for Blue Portals, including more new gameplay mechanics. Art director, gameplay design support, and sole texture artist.
2008-2010 - Blue Portals - A mod for Portal that includes a new set of levels and gameplay mechanics, as well as a unique visual style. Art director, gameplay design support, and sole texture artist.

 

 

 

PROJECTS (DETAILED)

2016 - Portal 2: Eidolon

ASSETS: Created most of the new 2D assets used, including most textures and the project's logo.
TESTING:  Provided constant quality assurance throughout development.

2015-2016 - Blue Portals: Anniversary Edition 

ASSETS: Created all of the new art assets used, including textures (for levels and models) and the user interface, as well as all promotional artwork and some rough concept work.
DESIGN: Led push for greatly improved visual style based on the original, provided extensive bug and gameplay testing, and contributed to level and mechanics design.
WRITING: Co-wrote the story, including world-building, plot, and dialogue.
PR: Managed ModDB and Steam Greenlight pages throughout development, including interaction with fans both on and off those pages.

2011-2016 - Portal: Alive & Kicking

MANAGEMENT: Project lead, managed a small team of people throughout development of the project.
ASSETS: As the only texture artist, created and re-created (multiple times) hundreds of art assets - including materials for levels, models, and UI. Designed the look and feel of the ModDB page and promotional media. Created some rough concept artwork.
DESIGN: Led push for various modified visual themes and overall art style. Assisted in the modification of existing levels to improve visibility and flow. Helped design mechanics for the escape sequence and bonus levels.
TESTING: Extensive bug and gameplay testing throughout development.
PR: Managed ModDB and Steam Greenlight pages throughout development, including interaction with fans both on and off those pages.

2012-2015 - Jaykin' Bacon: Episode Three

ASSETS: Textures for various models, maps, and UI.
DESIGN: Minor assistance in bug and gameplay tests, contributed to gamemode and weapon design.

2012 - Vectronic/PUNT

ASSETS: Created textures and rough concept art in early versions.
DESIGN: Assisted in early mechanic design.

2011-2012 - Portal 2: Weighted Wonderland Parts 1 & 2

ASSETS: Created and modified existing textures to create a winter-themed aesthetic for the levels and mechanics.
WRITING: Co-wrote custom dialogue featured in both maps.

2011 - Team Fortress 2: Black Market Business

ASSETS: Roughly drafted designs for the weapons, as well as the textures.

2011 - Blue Portals: Extended Play

ASSETS: Created all of the new 2D assets used, including textures for levels, models, and UI.
DESIGN: Provided assistance in designing various gameplay elements.
TESTING: Extensive bug and gameplay testing throughout development.

2008-2010 - Blue Portals

ASSETS: Created all of the new 2D assets used, including textures for levels, models, and UI elements. Created rough concept and promotional artwork. 
DESIGN: Led push for the new, unique visual style seen in the final product. Designed and co-designed gameplay mechanics.
TESTING: Extensive bug and gameplay testing throughout development, ensuring a smooth experience.