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Justin Frazee
Justin Frazee
Senior Hardsurface/Weapon Artist
United States

Summary

Senior Hardsurface/Weapon Artist. Currently a Vehicle Artist at Wargaming with professional experience on multiple game titles creating weapons, environments and props, organic and man-made, stylized and realistic.

Skills

Weapon ArtUnreal Material System3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingHigh-poly ModelingOrganic ModelingPBR TexturingHand Painted TexturingRigging

Software proficiency

Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
Unity
Unity
Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Modo
Modo
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Marvelous Designer
Marvelous Designer

Productions

    • Video Game
      World of Tanks Modern Armor
    • Year
      2023
    • Role
      Vehicle/Hardsurface Artist
    • Company
      Wargaming
    • Video Game
      Killing Floor 3
    • Year
      2028
    • Role
      Weapon/Hardsurface Artist
    • Company
      Tripwire Interactive
    • Video Game
      Mortal Kombat 1
    • Year
      2023
    • Role
      Prop Artist
    • Company
      NetherRealm Studios
    • Video Game
      Mortal Kombat 11: Aftermath
    • Year
      2020
    • Role
      Prop Artist
    • Company
      NetherRealm Studios
    • Video Game
      Mortal Kombat 11
    • Year
      2019
    • Role
      Prop Artist
    • Company
      NetherRealm Studios
    • Video Game
      Injustice 2
    • Year
      2017
    • Role
      Prop Artist
    • Company
      NeatherRealm Studios

Experience

  • Gun Warlock at BulletFarm
    June 2024 - Present

  • Vehicle Artist at Wargaming
    February 2023 - May 2024

    As a hard-surface artist at Wargaming I faithfully recreate tanks and armored vehicles in high detail using Maya and Substance Painter. I have worked on both vehicles that are real and need to be precisely recreated, as well as ones that never got past the conceptual phase where I needed to fill in the blanks of what reference is available using believable design choices.

  • Hardsurface/Weapon Artist at Tripwire Interactive
    March 2021 - February 2023

    At Tripwire I concepted, modeled, and textured weapons and hard-surface items for first person shooter: Killing Floor 3. I worked closely with the design, concept, rigging, and animation teams to ensure the weapons and assets conveyed their purpose, looked great, and were made well for easy rigging and animation.

  • Prop Artist at NetherRealm Studios
    Chicago, United States of America
    January 2018 - February 2021

    I was part of the Character Props team working on Injustice 2, Mortal Kombat 11, and their upcoming unannounced game. I concepted, modeled textured, and rigged weapons, weapon skins, hardsurface and organic props. I developed custom character materials key to those character's aesthetic, and was responsible for reviewing and critiquing in-house and outsourced props for quality and leveraging my unique knowledge to provide realism and uniqueness to a level beyond previous projects.

    • Concepted and modeled weapons.

    • Produced large library of organic and man-made props in leading AAA quality.

    • Developed custom materials integral to the realization of characters.

    • Rig and skin props for animation.

    • Created scripts and tools in maya and UE4 Blueprints

    • Oversaw outsourced prop creation and reviewed in-house props.

  • Environment Artist at Phosphor Games
    Chicago, United States of America
    October 2017 - November 2017

    Worked on a canceled, open world, multiplayer, survival, Unreal 4 Engine game. Developed custom Unreal materials which included features such as multi-texture sets with vertex painting and height blending; pixel based world up masking for procedural dust and moss.

    • Produced detailed structures, foliage, and props using Maya, Zbrush, and Substance Painter.

    • Creation of custom Unreal materials.

    • Extensive Prop layout and composition.

    • Assisted with lighting and terrain editing.

  • 3D Artist at Red Leonard Associates
    Cincinnati, OH, United States of America
    July 2015 - February 2017

    Created game engine environments for clients to be used in sales pitches and architectural visualization. I created a wide variety of hard-surface and organic assets which I assembled into the final scenes using Unity and CryEngine.

    • Created detailed and realistic game-ready 3D models.

    • Developed new procedures to eliminate bottlenecks for a more efficient pipeline.

    • Trained new 3D artists.

  • 3D Artist at Accenture
    Cincinnati, OH, United States of America
    August 2013 - July 2015

    Created virtual store shelves and environments for the purpose of researching consumer habits by using eye tracking and monitoring shopping habits. Shelves and environments were also used to pitch new ideas of product placement and organization, package design, signage, and store layouts.

    • Developed for emerging technologies to create immersive virtual experiences.

    • Oversaw and managed projects.

    • Lead team of outsource developers.

  • 3D Freelance Artist at Self
    Cincinnati, OH, United States of America
    February 2012 - August 2013

    Worked with clients such as Adidas, T-Mobile, HTC, and Twitter to create 3D models and digital assets.

  • 3D Artist at Modea
    Blacksburg, VA, United States of America
    October 2011 - February 2012

    In charge of overseeing creation of 3D models and renderings of phones for online product demonstrations.