JAVIER OLaZABAL

ART DIRECTOR  ·  TECH ART  ·  ENVIRONMENT ART

After Effects · Agisoft · Github · Illustrator · Jira · Maya · Perforce · Photoshop · Pixotope · Quixel Suite · Revit

Substance Designer · Substance Painter · Unity · Unreal Engine 4 · Various Proprietary Engines · xNormal · ZBrush

SHIPPED TITLES

BIO + CONTACT

San Francisco · Seattle · New York City 🗽

email:  javier.olazabal29@gmail.com

linkedin

Hey there, I’m Javier. 

I have over ten years of experience as a AAA game developer, specifically with teams who leverage real-time technology like Unreal Engine. I’ve been fortunate to contribute to many great titles like Call of Duty, Just Cause, inFAMOUS, and more. I find magic in production design that contributes to a larger narrative and advance the storyline through clever and thoughtful design decisions.

Beyond my technical expertise in 3D art, I proactively build solutions for pipeline management, provide art direction on a variety of projects, and mentor junior artists in the field.  

My approach to art and design is about being smart with the tools available and quickly identifying bottlenecks and constraints. I design and create efficient and scalable art pipelines, and optimize for performance early and often. By getting smart about these fundamentals, the team can shift their focus to high-impact elements that users will actually notice.

RESUME

Experience

 Senior Level Designer · People Can Fly   2019 - Current

  · Outriders

 Senior Level Designer · Defiant Studios   2017 - 2019

  · Lords of the Fallen 2

  · L.A. Noir VR, for Rockstar Games

  · Warframe, for Digital Extremes

  · Unreleased Starbreeze project

  · Unreleased Facebook project

  · Various projects/prototypes

 Environment Artist · Avalanche Studios   2014 - 2017

  · Just Cause 3 + DLC

  · Just Cause 4

 Environment Artist · Sledgehammer Games   2014

  · Call of Duty: Advanced Warfare

 Environment Artist · Sucker Punch Productions   2013

 ·  inFAMOUS: Second Son

 Environment Artist · Gazillion Entertainment   2011 - 2013

  · Marvel Heroes

Teaching 

 Playcrafting - Learn Unreal in 8 Weeks   2018 - Current 

 Game Mentor Online   2013 - 2018

Education

 Ex'pression College   2008 - 2011

 · Bachelor of Applied Science in Game Art & Design

 · Awarded salutatorian

Freelance Clients

 · Epic Games

 · Sesame Street

 · Good Sense

 · Allan Shope Architecture

 · Elizabeth Seton Children's Center

 · Facebook

 · Dumon Landscape Design

 · Boss Key Productions

Languages

 · English

 · Spanish

PORTFOLIO

inFAMOUS    ·    Call of Duty    ·    Just Cause    ·    Marvel Heroes    ·    Game Jams    ·    Arch Viz
 

inFAMOUS: SECOND SON

Infamous Second Son was one of the first titles made for PlayStation 4 and was on the cutting-edge of real-time technology. I was responsible for environmental storytelling, asset creation, in-game branding, tiling materials, and neon power. Many of my projects started with several cycles of R&D, as what we were doing had largely not been done before.

One of my favorite parts of this role was collaborating with several independent businesses to ensure that Seattle's essence and people were positively represented in our game world. This included adding in LGBTQ flags in the environment, which was a first for PlayStation 4.

Awards and Press

Time: The 15 Best-Looking Video Games

CNN: 'inFamous: Second Son' could boost PS4 sales

Kotaku: Infamous: Second Son: Review

 

Call of duty:

advanced warfare

Call of Duty: Advanced Warfare was a holiday blockbuster and was one of the highest grossing video games of the year. For this title, I created environments and built custom 3D assets on both multiplayer and single player teams. I worked closely with the art director to ensure consistent art language not only in gameplay but also in the highly anticipated trailers released to the public.

 

One of my favorite parts of the role was working with what felt like the best of the best in video game talent. They showed me what it meant to be organized, to meet every milestone with precision and quality, and to produce work that the world will continue remember and reference. 

Awards and Press

Time: The 15 Best-Looking Video Games

Forbes: The Top Ten Best-Selling Video Games

IGN: Call of Duty: Advanced Warfare Review

 

Just Cause 3

Just Cause 3 was an explosive open-world sandbox title. In my role, I created modular kits for buildings and skylines, props, and terrain sculpting. I created Capitol City, which is the largest city in the map and the most complicated due to optimization requirements and design flow.

My favorite part of this role was that I was heavily invested in pipeline improvement and R&D for unreleased spin-off concepts. These experiments were anything from procedurally generating buildings to generating city layouts optimized for high-speed gameplay. The learnings from these experimental projects led to art pipeline improvement for Just Cause 4.

Awards and Press

The Verge: Why Just Cause 3 is my game of the year

Forbes: Just Cause 3 And The Appeal Of The One 'True' Sandbox

IGN: Just Cause 3 Xbox One and PlayStation 4 Review

 

MARVEL HEROES

Marvel Heroes was a massive multiplayer online game. I was one of the original environment artists hired to concept and build environments based on the Marvel Universe. I constructed environment benchmarks used by the entire art team to develop consistent, high quality standards in presentation, design, and workflow. My main responsibilities include asset creation, level design, lighting, and pipeline creation.

My favorite part of this role was that I was given the responsibility to lead many parts of the team from art direction to new talent development.

 

Architecture visualization

I founded myVR which was an architectural visualization company. We worked with high profile architecture firms to create VR walkthroughs of project proposals. These VR walkthroughs helped the architecture firms visualize their desired space and communicate the vision to high profile clients who were investing millions of dollars in each project.

I led and managed a team of artists who created hero assets and optimized art for VR headsets. While there are many firms who do this work today, myVR was the first of its time.