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Cody Sauer
Cody Sauer
Hard-Surface Specialist @ Bungie
Portland, OR, United States

About

I'm a Senior Environment Technical Artist with 11 years of professional experience having helped shipped dozens of titles for developers like 2K, Turn 10, Rocksteady, Gearbox, Oculus and more.

As a graduate from The Art Institute of Portland in 2013, I was fortunate enough to be picked up by a local studio, SuperGenius, and quickly became a core member of their team. After a little over a year, I was given the opportunity to lead the studio's largest 3D environment partnership with 2K Games on Mafia 3. Not long after Mafia's launch we were approached by Depth creators, Digital Confectioners, to create an aquatic battle royale Last Tide. I wore several mantles during that time - including Creative Director, Lead Shader Artist, Lead Environment Artist, World-builder, Lighting Artist... the list goes on for a while.

I'm reluctant to say I'm a generalist, as I tend to lean towards 3D environments and worldbuilding, but I've gotten my hands dirty in nearly every aspect of game development. If there's a problem that needs solving or a fire that needs putting out, my deep understanding of why-and-how things are made for games can provide solutions.

I've built a reputation as a skilled artist, a patient mentor, and as a resource of technical knowledge. I live to help teams ship their dreams.

Skills

Environment DesignDigital SculptingEnvironment ModelingHard Surface ModelingTexturingUV MappingGame DesignGame DevelopmentWorld BuildingTechnical ArtTeam ManagementProject ManagementUnityPBR TexturingTexture BakingUnreal EngineTechnical ArtistBlueprints

Software proficiency

Unreal Engine
Unreal Engine
Unity
Unity
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
3ds Max
3ds Max
Maya
Maya
Blender
Blender
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Gaea
Gaea
World Machine
World Machine
Quixel Suite
Quixel Suite
Photoshop
Photoshop
Jira
Jira
Shotgun
Shotgun

Productions

    • Video Game
      Suicide Squad: Kill The Justice League
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Liquid Development
    • Video Game
      System Shock (2023)
    • Year
      2023
    • Role
      Environment Art Lead
    • Company
      SuperGenius
    • Video Game
      Floor Plan 2
    • Year
      2021
    • Role
      Environment Technical Artist, 3D Artist, Character Materials Artist
    • Company
      SuperGenius
    • Video Game
      JETT: The Far Shore
    • Year
      2021
    • Role
      Lead Lighting Artist
    • Company
      SuperGenius
    • Video Game
      Ironlights
    • Year
      2019
    • Role
      Environment Technical Artist, Hard-surface Modeler
    • Company
      SuperGenius
    • Video Game
      Last Tide
    • Year
      2018
    • Role
      Creative Director, Shader Artist, Environment Artist, World-builder, Lighting, Palette Designer
    • Company
      SuperGenius
    • Video Game
      Mafia 3
    • Year
      2016
    • Role
      Environment Art Director (Outsourcing)
    • Company
      SuperGenius
    • Video Game
      Farlands
    • Year
      2016
    • Role
      Shader Artist
    • Company
      SuperGenius
    • Video Game
      Gang Beasts
    • Year
      2014
    • Role
      Environments Lead, Character Modeler
    • Company
      SuperGenius
    • Video Game
      Forza Horizon 2
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Liquid Development

Experience

  • 3D Production Manager at SuperGenius Studio
    Oregon City, OR, United States of America
    June 2012 - Present

    In my nearly 8 years of dedication to SuperGenius I’ve climbed from Junior Artist to Creative Director. I have also worn the mantles of: Environment Art Director, Lead Worldbuilder, Lead Lighting Artist, Lead Shader Artist, Integration Tech, Outsourcing Manager, and Asset Optimization Lead. I’ve used and gained mastery in many current industry standard software packages. I’ve hosted training sessions and get involved in local portfolio reviews to help Portland’s talent pool grow.

  • Senior Environment Technical Artist at Liquid Development
    Portland, Oregon, United States of America
    March 2014 - July 2019

    I returned to Liquid Development a few times throughout my years as a professional. Usually while in between larger engagements at SuperGenius. Each time I used it as a learning opportunity to work with some of the best artists in the country on some of the largest projects in the industry.

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