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Merritt Filban
Merritt Filban
Senior Texture Artist II | Respawn Entertainment
Toronto, Canada

Summary

I'm currently working as a Senior Texture Artist @ Respawn Entertainment on Star Wars Jedi: Survivor. I previously worked as a Team Lead Artist @ Ubisoft Toronto on the Far Cry 6 Post Launch Content. I have 14+ Years of Experience as a 3D Artist creating Textures and Materials, Environment Art, and Props in the Video Game Industry.

My title contributions include Star Wars Jedi: Survivor, Far Cry 6, Far Cry 5, Far Cry 4, Splinter Cell: Blacklist, X-Men: Destiny, and Halo: Reach.

Skills

TexturingPBR TexturingPhotogrammetryTexture BakingEnvironment ModelingDigital Sculpting3D ModelingHard Surface ModelingGame DevelopmentLevel Art3D PrintingTraditional Art

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Premiere
Premiere
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance B2M
Substance B2M
Quixel Suite
Quixel Suite
Marmoset Toolbag
Marmoset Toolbag
TopoGun
TopoGun
xNormal
xNormal
Unreal Engine
Unreal Engine
Dunia
Dunia
Metashape
Metashape

Productions

    • Video Game
      Star Wars Jedi: Survivor
    • Year
      2023
    • Role
      Senior Texture Artist
    • Company
      Respawn Entertainment
    • Video Game
      Far Cry 6: The Vanishing
    • Year
      2022
    • Role
      Team Lead Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Far Cry 6
    • Year
      2021
    • Role
      Senior Texture Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Far Cry 5
    • Year
      2018
    • Role
      Senior Texture Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Far Cry 4
    • Year
      2014
    • Role
      Texture Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Tom Clancy's Splinter Cell: Blacklist
    • Year
      2013
    • Role
      Texture Artist
    • Company
      Ubisoft Toronto
    • Video Game
      X-Men: Destiny
    • Year
      2011
    • Role
      Environment Artist
    • Company
      Silicon Knights
    • Video Game
      Halo Reach: Legendary Edition
    • Year
      2010
    • Role
      3d Artist
    • Company
      Bungie

Experience

  • Senior Texture Artist at Respawn Entertainment
    Toronto, Canada
    November 2021 - Present

  • Team Lead Artist at Ubisoft Toronto
    Toronto, Canada
    February 2021 - October 2021

    • Team Lead Texture Artist on Post-Launch Content for Far Cry 6, including crossovers with Rambo, Danny Trejo, and Stranger Things.

    • Co-Lead a Team of Modelers and Texture Artists from Look Development to Content Lock.

    • Worked with Technical Direction and Production to ensure our Workflows and Methods were sound, identified any areas of concern for production, and suggested new JIRA workflows.

    • Worked closely with Tech Art to Develop New Shaders and Scripting Tools.

    • Worked closely with Technical Direction, Production, and Art Direction to ensure we would deliver very high-quality Art, with low impact on Memory and Performance, within a Short Time Frame.

    • Worked closely with other Leads to ensure Production ran smoothly, communication was clear, and that dependencies were delivered on-time.

    • Focused on enabling our Artists to choose their interests and exposed them to new Workflows and Practices to help hone and expand their skill sets.

  • Senior Texture Artist at Ubisoft Toronto
    Toronto, Canada
    March 2012 - January 2021

    • Utilized a combination of Procedural, Hand-Crafted, and Photogrammetry methods to create Textures for structures and props using Zbrush, Substance Designer, Substance Painter, Photoshop, 3DS Max, and PhotoScan.

    • Responsible for creating final Material setups and Polish, blend mask creation, Decal modelling and placement for larger/complex structure assets and kits. Worked closely with our team of modelers to ensure we have optimized Material setups, Draw Calls, and UV's.

    • Worked closely with Leads and Art Directors to deliver high quality assets that match their vision and to maintain a cohesive look for our library of Textures, Material setups, and assets.

    • Point-person for look development and benchmark content creation relating to Texturing and Material setups, setting artistic and technical guidelines for our team to follow and replicate.

    • Routinely constructed training and documentation materials, conduct live demos and presentations, edit demonstration and tutorial videos, supervise 1-on-1 training and mentoring and write step-by-step tutorials, regarding asset creation, technical setups and guidelines, and improving art, storytelling, and realism. Involved in establishing naming conventions and organizational methods relating to Texturing and Modeling for our team as well as for our co-development and outsourcing partners.

    • Worked closely with Technical Directors to deliver technically sound assets and an optimized and efficient library of Textures as well as test drive, debug, and propose new tools, shaders, and features. Continuously work to ensure our Textures are optimized, calibrated, and tagged with proper metadata, and remain visual cohesive and distinct.

    • Delivered validation notes and feedback for other artists and actively engage regular critiques to improve the visual quality, technical execution, and visual cohesiveness with the rest of the game as well as continuously strive to improve our team of artists and their collective talents and skills.

  • Advanced Texturing Professor at Seneca College
    Toronto, Canada
    May 2019 - August 2019

    • Taught Advanced Texturing and Material creation for Video Games and Animation using Photoshop, 3DS Max, Zbrush, Substance Painter and Substance Designer.

    • Mentored the Students and assisted them in the development and execution of their team project.

  • Environment Artist at Silicon Knights
    St. Catharines
    November 2010 - November 2011

    • Responsible for Modeling and Texturing structure and prop assets for environments, gameplay, and cinematics while adhering to strict technical constraints.

    • In charge of various Levels including asset placement, set dressing and managing the technical including bug fixing, balancing memory and performance, entity count, gameplay and cinematic interactions with level art.

  • 3d Artist at Bungie
    Kirkland, United States of America
    December 2009 - June 2010

    • Responsible for Modeling and Texturing environment art assets for single-player, multi-player, and cinematics.

    • Created tileable Textures and Materials for use with props and environment art assets.

    • Built collision meshes and set up damage states for new and existing interactable assets.