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Spencer Rose
Spencer Rose
3D Artist & Technical Artist
Denver, United States

Summary

I'm a detail-oriented game developer with over a decade of professional experience as an artist, programmer, and designer.

One of my greatest passions is assisting artists and creative visionaries with technical problem-solving. I'm particularly interested in workflow and tools development, in addition to gameplay scripting, design, and 3D art.

Skills

3D ModelingTexturingScriptingProgrammingPython ScriptingEnvironment DesignPhotography

Software proficiency

Photoshop
Photoshop
3ds Max
3ds Max
Blender
Blender
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Source Filmmaker
Source Filmmaker
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Metashape
Metashape
Python
Python
C#
C#
C++
C++
Visual Studio
Visual Studio

Experience

  • Senior Game Developer at Wooster Games
    Remote, US
    December 2024 - Present

    Creating levels, environment assets, and C# script for multiplayer VR experiences in Unity.

  • Technical Lead, Principal Artist, Gameplay Scripter at Crowbar Collective
    Remote
    October 2017 - September 2022

    I was initially contracted as the sole developer on a prototype project (new IP) to be built using Unreal Engine 4. I was responsible for prototype gameplay systems, class designs, and writing framework code in C++ and Blueprint script.

    As the project and team was built out, I transitioned to the role of principal artist, contributing to the project's look/style development and creating scenes, meshes, textures, and material assets.

    Later, I shifted into the role of technical lead, where I built tools, documentation, and training resources to assist with workflow development, skill development, and testing procedures.

    Additionally, I supported the company's management and operations by advising on best practices and strategic challenges.

  • Technical Artist, Support Representative at Neoglyphic Entertainment
    Remote, United States of America
    November 2016 - May 2017

    I contributed in a small capacity to the development of the NeoFur plugin for Unreal 4 and Unity (providing real-time simulation of furry surfaces).

    I assisted with bug fixes and user workflow improvements for the Unity plugin, and with the development of experimental features for the Unreal plugin.

    One of my primary responsibilities was to create and manage documentation, as well as writing, recording, and editing video training materials for customers/end users. I also assisted with handling technical and customer support inquiries during a company-wide transition.

  • Level Designer, Level Artist at New World Interactive
    Denver, Colorado, United States of America
    August 2011 - March 2013

    Gathered concept materials and references.

    Created prototype environments for gameplay testing.

    Assisted with creating 2d/3d assets, effects, and scripts as necessary.

    Contributed to decision making regarding the overall design and project direction.

  • Level Designer, Level Artist at InterWave Studios
    Remote, Netherlands
    April 2010 - March 2011

    Drafting of paper layouts, and creating prototype levels for gameplay testing.

    Responsible for the visual style and direction of one environment in the shipped game.

    Assisting with gameplay analysis, level scripting, and creation of 2d/3d assets.

  • Level Designer, Level Artist at Black Mesa (Crowbar Collective)
    Remote
    April 2005 - March 2020

    I worked with the Black Mesa mod team (now incorporated as Crowbar Collective) off and on since 2005. I contributed to the project as a level designer, artist, and two interim lead roles (lead level designer and project lead).

    The entire project involved collaboration with a worldwide team of over 40 developers, all working remotely.

    I created style guides and standards, and built and optimized detailed environments in the Source engine.

    For the final version of the game released in 2020, I created many 2d/3d assets and performed art passes on blockout levels created by the designers. I also worked on art for the "Surface Tension Uncut" updates which added new levels to the game.