Mariusz Wiechec

The Workshop Entertainment, September 2011 - current

2015 Unannounced Game- Lead Environment Artist
I was the environment lead on this project. I was responsible for building, training and managing a level building team. Along with code I also co-developed features to speed up production.

2015 Unannounced Game- Tech Artist
In this short project I acted as a Tech artist and a proof of concept artist. Along with programmers I helped develop a lighting related system for a AAA game.

2014 The Evil Within (PS4,PC,Xbox One) - Lead Lighting Artist
The Workshop helped the Tango studio bring the game onto the new generation of consoles.
I was the lead in charge of the lighting for the new gen version of the game (PS4,PC,Xbox one).
My team used the IdTech 5 engine dynamic lighting system that was additionally modified by both Tango and the Workshop.
My responsibilities included lighting the game levels,post process work, scheduling and training team members on how to use the engine. I was responsible for the final lighting, atmosphere and post effects that matched Tango's vision.

2013 Unannounced (PC) - 3D Art Generalist
I created FPS multiplayer levels in the UNREAL 3 Engine from graybox to finish. Including: Asset creation/ texturing in a set art style, world building, lighting, FX, and Master Sharer Creation
Modeled, textured and rigged multiple weapons from the 1st, 3rd person view.
Lastly I Modeled, textures and rigged supporting character robot models.

2012 Borderlands 2 Mr. Torgue's Campaign of Carnage DLC (PC, PS3, XBox360) - Character Artist
I Modeled, textured in a unique Art Style and implemented Enemy Boss Characters, Hero Props for the Expansion (UNREAL Engine).

2012 Sorcery (PS3 Move) - Environment Artist
I Worked heavily in UNREAL Engine on world building, composition of the environments including many of the game's Vistas. I worked with lead designers as a team and executed the creation of maps to their specifications.
I Modeled and textured (diffuse, specular, mask, normal etc.) assets to populate environments.

Papaya Studio, February 2009 - July 2011

2011 Cartoon Network Punchtime Explosion! (3DS, PS3, XBox360) - Character Artist
My main job was to model and texture 50+ characters from different shows and make sure that they translate well onto 3D.
I also made one of the environments (Grim's underworld), many of the hero props and did some of the fighting and super's effects.

2010 Disney Cars Toon: Maters Tall Tales(Wii) - Character Artist
My main job was to Model and texture a majority of the car characters and their outfits. I also worked on several levels and major props.

2010 Ben 10 Ultimate Alien: Cosmic Destruction (PS3, 360, Wii, PS2, PSP) - Environment Artist, Character Artist
I worked on large scale level sections. Other than modeling and texturing I worked with the designers on the puzzles, lighting and some background characters. I also had to make sure that the level works on all the consoles.

2009 Ben 10 Alien Force - Vilgax attacks(360, Wii, PS2, PSP) - Environment Artist
I worked on 4 out of the 7 levels. That included starting from a designer graybox level and making a level around that. Modeling, texturing, lighting, animating, collision and effects.

METEOR Games, April 2008 - February 2009

2009 Twin Skies(canceled)(PC) - 3D Environment/ Character Artist
I Modeled and textured (Hand painted) weapons, buildings, plants and all the "hero" props for the game

2009 Hero Pets(Canceled)(PC) - 3D Environment Artist
I Created 3D art assets and backgrounds for the game.

3G Studios Inc, October 2006 - October 2007

2007 SWAT: Target Liberty(PSP) - 3D Artist
Mainly I Modeled, textured and animated 3D and 2D art assets and props for the game levels.
I decorated the level with Props, entities, collision, etc. On the side I created some of the promo art for the game,
game menu art and SWAT: Target Liberty 3G website art.

Sony Computer Entertainment America, July 2004 - October 2006

Game Analyst

I Tested the integrity of game titles and reported the problems so they can be fixed by the developers.


Gnomon School of Visual Effects, January 2013 - December 2013

Intro to 3D Studio Max Instructor - Part Time

Teaching Intro to 3D Studio Max Online

Artiste De Forte Art Center, February 2010 - June 2011

Co-Founder/Instructor PART-TIME

I created advertising adds, course guidelines and directed the 3D department.
My main job was to teach weekend courses including game development (UDK), Maya, Zbrush and Digital media Classes. I also Helped students develop art portfolios. Student Ages ranged from 9 yrs to Adult.

Montecito Fine Arts College of Design, March 2008 - August 2009

Maya Instructor PART-TIME

I Taught Maya and Zbrush to students ranging from 8yrs to 17yrs old with Class Average of ten Students. Classes included: Intro to 3D Modeling and Animation, Modeling 1, Zbrush.


BFA, Bachelors of Media Arts and Animation

Illinois Institute of Art, 1999 - 2002