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Joe Grabowski
Joe Grabowski
3D Artist | Art Director
Michigan, United States

Summary

If you would like to contact me regarding work please email me at jgrabo20 at gmail.com

I pride myself in being an extremely driven, goal oriented, and humble artist who is willing to put in the extra effort to get the job done. I am continually striving to learn and become proficient in the latest tools and production workflows for game development and real-time experiences. I bring the competitive edge of Creation Speed, Visual Fidelity, and Performance Optimizations. Since I entered the industry I have been constantly pushing hardware to its limits to deliver quality experiences for players.

I am currently the Senior Technical Artist at Saganworks. Where we are building a new way to store, share, and learn information in digital 3d spaces. My previous position was as the Art Director at Pixo VR. Where we built industry leading virtual reality training modules. Before that position I was as an Environment/Prop Artist and Level Designer at Strength in Numbers Studios for the PC game Tuebor. Before that I was Lead Artist at Infinitap Games for the award winning Ouya/PC game Neverending Nightmares and it's sequel Devastated Dreams. I started in the industry straight out of college as principle artist at 24 Caret Games on the indiecade award winning PS3/PC game Retro/Grade.

I am a graduate from Savannah College of Art and Design with a B.F.A in Interactive Design and Game Development. I love designing and building digital worlds and bringing them to life for the user.

Released Titles I have worked on:
DC Fandome 2020 -The Joker's Escape
Pixo VR - First Responders Operations for Gas Technicians
Pixo VR - OSHA Fall Protection Module
Pixo VR - OSHA Safety Sweep Module
Pixo VR - Internal Safety Inspection for Gas Technicians
Toyotas Fantasy Football Hall of Fame VR Experience - Levi's Stadium
Tuebor - PC/Mac/Linux
Loops of Zen - iOS/Android
Neverending Nightmares - PC/Ouya/PS4
Devastated Dreams - PC
Retro/Grade - PSN/PC
National Geographics Dino Land - iOS

Specialties: I am Currently Proficient in
Maya
Photoshop
Substance Painter
Substance Designer
Quixel
zBrush
Marmoset
Unreal Engine 4
Unity
Microsoft Office
G Suite

Skills

Environment ModelingLow-poly ModelingTexturingSet DesignHigh-poly ModelingLevel DesignPBR TexturingVRVR Development

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
xNormal
xNormal
Quixel Suite
Quixel Suite

Productions

    • Video Game
      DC FanDome 2020 - The Joker's Escape
    • Year
      2020
    • Role
      Environment Artist
    • Company
      Wildlife
    • Video Game
      First Responders Operations For Gas Technicians
    • Year
      2019
    • Role
      Art Director
    • Company
      Pixo VR
    • Video Game
      OSHA Fall Protection Module
    • Year
      2018
    • Role
      Art Director
    • Company
      Pixo VR
    • Video Game
      OSHA Safety Sweep Module
    • Year
      2018
    • Role
      Art Director
    • Company
      Pixo VR
    • Video Game
      Internal Safety Inspection for Gas Technicians
    • Year
      2017
    • Role
      Art Director
    • Company
      Pixo VR
    • Video Game
      Tuebor
    • Year
      2016
    • Role
      Environment Prop and Cinematic Artist
    • Company
      Strength in Numbers Studios
    • Mobile Game
      Loops of Zen
    • Year
      2016
    • Role
      Artist/ Background Designer
    • Company
      Strength in Numbers Studios
    • Video Game
      Devasated Dreams
    • Year
      2015
    • Role
      Lead Artist
    • Company
      Infinitap Games
    • Video Game
      Neverending Nightmares
    • Year
      2014
    • Role
      Lead Artist
    • Company
      Infinitap Games
    • Video Game
      National Geographics Dino Land
    • Year
      2012
    • Role
      Artist/Animator
    • Company
      Infinitap Games
    • Video Game
      Retro/Grade
    • Year
      2012
    • Role
      Principle Artist
    • Company
      24 Caret Games

Experience

  • Technical Art Director at Sagenverse
    Ann Abor
    November 2020 - Present

    I am responsible for creating and optimizing art asset production pipelines for real-time environments including artist workflows, standardization of assets, and creation of shader networks. Overseeing, directing, and managing other artists and out-source (domestic, and International) and their integration into the product. I am also responsible for modeling and texturing high quality assets and scenes as well as optimizing assets for use in the product that are served to different endpoints from desktop to mobile.

  • Senior Technical Artist at Saganworks
    Ann Arbor, United States of America
    January 2020 - November 2020

    I was responsible for creating and optimizing art asset production pipelines for real-time environments. Overseeing and directing other artists and out-source and their integration into the content creation pipeline. I was also responsible for modeling and texturing high quality and optimizing assets for use in the product that are served to different endpoints from desktop to mobile.

  • Art Director at PixoVR
    Royal Oak, United States of America
    September 2017 - December 2019

    Creating and optimizing art asset production pipelines for realtime VR environments. Overseeing other artists and providing feedback in order to achieve a cohesive look and high visual fidelity. I am also responsible for modeling and texturing high quality assets for use in VR projects.

  • Senior/Lead 3D Artist at Pixo Group
    Southfield, United States of America
    November 2016 - September 2017

    I am responsible for leading the small team of artists by creating and improving pipelines and workflows. I am also responsible for modeling and texturing high quality assets for use in VR projects.

  • Texture Artist/Game Engine Advisor at Wildlife
    Culver City, United States of America
    September 2016 - November 2016

    Worked with Wildlife to create a virtual reality experience for Toyota's Fantasy Football Hall of Fame at Levi's Stadium. During this project my main task was the sole texture artist. Along with creating all the textures for the scene I built out environment props along with creating trim textures and materials to be applied to the scene. I also optimized the models, textures, and aided in lighting pass.

  • Environment Prop and Cinematic Artist at Strength in Numbers Studios
    Lansing, United States of America
    October 2015 - November 2016

    Created environment and prop pieces to be used in game. Designed, and set dressed levels. Created in game cinematics and marketing materials for Project: Tuebor.

  • Lead Artist at Infinitap Games
    United States of America
    August 2012 - August 2015

    Lead the art team for the entire development of Neverending Nightmares and Devastated Dreams. Designed and set dressed levels. Animated characters and environments. Worked with programmers to create puzzles and interactions.

  • Animator/Artist at Infinitap Games
    United States of America
    August 2011 - August 2012

    Created textures and meshes from source art. Animated dinosaurs. I also aided in the development of the proprietary animation software.

  • Principle Artist at 24 Caret Games
    United States of America
    August 2010 - August 2012

    I was in charge of creating the models and textures for the backgrounds of each level along with designing, set dressing, and animating each level. I also did the modeling and texturing for the enemy and boss ships. Toward the end of the project I was tasked with creating the unlockable player ships, some of which we worked with other indie studios for cross promotion.