Maruchy Barnidge
Austin TX
786-223-0647
Skills & Abilities
Senior 3D Environment Artist with 15+ years creating immersive worlds for top-tier franchises like Call of Duty, Halo, Metroid Prime, and Doom. Known for leading visual direction, mentoring teams, and streamlining AAA production pipelines. A reliable collaborator who thrives under pressure and delivers results—whether working cross functionally or independently with minimal supervision.
Experience
Raven Software / Activision | 2023– Jul. 2025
SENIOR ENVIRONMENT ARTIST
Call of Duty Black Ops 7
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Designed expansive vista compositions to enhance level atmosphere, storytelling, and player immersion.
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Optimized vista assets and materials to support rendering efficiency while maintaining aesthetic quality.
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Integrated vista scenes seamlessly with playable areas to ensure consistent worldbuilding and continuity.
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Worked together with game designers to ensure environment layout, geometry, and material properties aligned with player experience goals including physics-based interactions and combat flow and troubleshooting issues related to player movement.
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Collaborated closely with animators to design environment geometry and level composition under strict constraints imposed by animated rigs like moving platforms, rigged assets, and interactive props, ensuring integration with gameplay mechanics and narrative flow.
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Experimented with photogrammetry workflows to capture high-resolution textures and geometry from real-world objects, integrating scanned assets into game environments while optimizing for performance and visual fidelity.
Call of Duty Black Ops 6
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Responsible for owning major level development through all production phases: layout, prop integration, composition, polish pass, performance tuning, and final bug fixing leading up to ship.
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Modeled realistic, natural and architectural environments using concept and photo reference
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Created high-quality assets for story-driven moments across gameplay levels, partnering with visual leads to ensure narrative consistency and cinematic impact within cutscenes and scripted sequences.
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Improved runtime efficiency through targeted geometry reduction and asset tuning, resulting in measurable frame rate improvements while preserving visual integrity.
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Explored experimental tools and workflows with Blender to identify opportunities for using procedural techniques, accelerating unique asset creation.
Retro Studios / Nintendo | 2016–2023
SENIOR ENVIRONMENT ARTIST – PRINCIPAL ARTIST
Metroid Prime 4
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Served as principal artist shaping the visual identity of both organic and hard surface environments, exploring new workflows and construction methods to support the art director’s vision. Created highly polished, visually rich focal areas (beautiful corners)
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Help train outsource partners on our workflow, art processes thinking and every steep need it to get and asset to game.
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Provide timely and actionable feedback to outscore artists working on environment art content. Communicate feedback and collaborate with external artists to develop, maintain, and or troubleshoot any environment assets.
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Co-developed and designed multiple modular sets which were used to create unique environments by the outsource teams.
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SENIOR ENVIRONMENT ARTIST -MAP OWNER – PRINCIPAL ARTIST
Metro Prime Remaster
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Asset Planning & Organization Identifying, classifying, and tracking models, materials, and dependencies across production stages.
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Set the visual benchmark: Create hero assets and scenes that define the look and feel of the game’s environments.
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Work closely with art directors, tech artists, designers, and engineers to ensure visual goals align with gameplay and performance.
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Pipeline Ownership Developing and maintaining workflows for asset integration, map terrain creation techniques, optimization, and bug fixing—especially when coordinating with outsource partners.
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Visual Direction & Style Shaping the look and feel of environments to match the art director’s vision, including polish passes and hero moments Mentored junior artists on communication, workflows and set dressing feedback focused on world-building
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Collaborated with production to establish timelines and communicate clear realistic expectations due to tide deadlines.
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Built workflows and onboarding materials—including documentation, training videos, and live instruction in English and Spanish —to align outsource partners like CGBOT with internal pipelines, enabling smooth integration of assets and level content.
Certain Affinity | 2011–2016, Austin, TX
SENIOR ENVIRONMENT ARTIST
Call of Duty: Modern Warfare Remaster
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composition, natural/organic environment art, world building landscapes, set dressing and polishing hero player paths.
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Worked as a terrain artist and core member of the organic team, responsible for sculpting 5 campaign-level terrain and set dressing organic environments to support narrative flow and gameplay
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Helped mentor and direct junior and mid-level artists new to the engine, process and project and terrain workflow.
ENVIRONMENT ARTIST
Call of Duty: Ghosts
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Responsible for modeling high- and low-resolution environment assets based on a combination of concept and real-world locations. •
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Zbrush sculp specialized realist shark statute assets. • Unwrapping and texturing meshes which use existing tillable and strip texture techniques.
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Worked close with design department for the Modelling, texturing and integration of unique dynamic game play trolley model for multiple platforms (Xbox 360, Xbox1, PlayStation 3, PlayStation 4, PC)
Halo: anniversary
Halo: 4
Halo: Master Chief Collection
Halo DLC maps
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Specialized in environment composition, set dressing, and hero path polish to enhance player flow and visual storytelling. Co-designed modular asset systems to streamline level construction, using tile textures to improve iteration speed.
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Built hard-surface sci-fi environments for multiple Halo maps using edge title texture techniques to achieve high-fidelity detail and modular flexibility.
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Responsible for terrain creation using a blended tile layer system with reveal maps to achieve seamless transitions, material variation, and optimized visual fidelity across expansive large terrain geo.
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In charge of reducing entire map footprint which includes optimization of hundreds of textures, reducing model polycounts and adjusting shader complexity.
Doom 4
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Contributed to the visual development of Doom 4 multiplayer Hell levels by sculpting, texturing, and baking high-fidelity organic props—including flesh formations, bone structures, and creature eggs—using zbrush sculpts and advanced concept techniques to define mood, atmosphere, and hand paint texture maps.
Armature Studio | 2010–2011
ENVIRONMENT ARTIST
Unannounced Capcom game
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Co-Developed project pipelines and process for streamlining and speeding up production of props and modular construction sets while maintaining quality bars.
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Responsible for the creation of both architectural and organic zbrush sculpts Hight poly and low poly models.
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Modeled and textured high- and low-resolution props as well as interior and exterior environments.
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Created diffuse/ color maps, normal maps, specular masks, height maps, alpha and detail maps for unique in-house shaders.
Advertising & Broadcast Media Miami, FL | 2008–2009
GENERAL ARTIST
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Animated and textured assets for Telemundo TV shows and Florida Lottery ads
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Produced CG models including characters, vehicles, and set elements
Education
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2006-2009 Miami International University of Art and Design bachelor’s degree Computer Animation Miami, Florida
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2005 -2006 College of Business & Technology Graphic Design Miami, Florida
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2003- 2005 Miami Dade College Miami, Florida
Tools
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, ZBrush, Adobe After Effects,
Heads, Crazy Bump, DDO, Xnormal, Fusion, Blue Point Engine, Marmoset Engine. Halo Engine, Radiant Engine, Substance Painter, Substance designer Blender, Unreal Engine, perforce. Jira, Mirrow. Some open AI tools.