Hi my name is Mitchel Clayton, and I have a strong passion for world building and realtime environments. I attended the University of Wisconsin - Stout where I graduated with a BFA in Game Design and Development and then pursued a graduate degree in Visual Effects at Savannah College of Art and Design. I have always had a passion for building worlds both physical and digital, from early childhood I spent a lot of my time building large cities out of whatever was available in the recycling bin. Most recently I was able to create city landscapes of Seattle while working on the Last of Us Part II at Naughty Dog. It has been a great experience to bring the city of Seattle to life in game format. I am excited for a future in the game industry and am looking forward to new opportunities.
-Worked on retopologizing high detail TV character assets to work in a VR/AR pipeline.
-Baked High-poly to low-poly, transferred textures, remodel and clean-up meshes, as well as integrated them all into the Unity project.
Produced high quality AAA artwork in a high-volume production environment while self-managing time and company resources to meet fast-paced deadlines. My responsibilities included modeling, texturing, UVs, LODs, world building, Vista development, and optimization. Took ownership of creation of various vistas from blockout/design phase to final art and optimization while working directly with the Art Director and Lead Artist to make sure it fit within the overall vision of the game. Coordinated and collaborated across multiple departments to ensure consistency and quality of environments buildings and set pieces making sure they fulfilled the goals of design, lighting, and art. Directed and collaborated with outsourcing teams and integrated final art assets into environments.
-SCAD collaborated with JCB to research and develop an immersive VR experience to introduce potential customers to the Teleskid.
-Contributions included team management, layout prototyping, environment art assets, and set dressing.
-Researched and developed historically accurate props
-High and low poly modeling and photo-realistic PBR textures for environment buildings and props
-Developed new environment based on existing concept art
-Updated old assets with new high poly versions and bakes