Rob Mastriano
Rob Mastriano
Lead AAA Game & Film 3D Hard Surface Artist
Austin, United States

Resume PDF

Skills

Concept Art3D ModelingEnvironment ModelingLow-poly ModelingVisual EffectsGame DesignGame DevelopmentHigh-poly ModelingWeapon ModelingVehicle ModelingAsset creationQASteam Alpha/Beta TesterGame Engine VFXUnreal Engine VFX

Software proficiency

Blender
Blender
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Painter
Substance 3D Painter
3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Fusion 360
Fusion 360
C++
C++
C#
C#
Quixel Suite
Quixel Suite
Unreal Engine
Unreal Engine
Unity
Unity
Illustrator
Illustrator
Photoshop
Photoshop
After Effects
After Effects
Jira
Jira
Cycles
Cycles

Productions

    • Video Game
      Call of Duty: Modern Warfare II
    • Year
      2022
    • Role
      Explicit Weapons Artist
    • Company
      TreyArch
    • Video Game
      Call of Duty: Vanguard
    • Year
      2021
    • Role
      Explicit Weapons Artist
    • Company
      TreyArch
    • Video Game
      Call of Duty: Warzone
    • Year
      2020
    • Role
      Explicit Weapons Artist
    • Company
      TreyArch
    • Video Game
      Call of Duty: Black Ops Cold War
    • Year
      2020
    • Role
      Weapons/Vehicle/Equipment Artist
    • Company
      TreyArch
    • TV Production
      Star Wars: Obi-Wan Kenobi
    • Year
      2022
    • Role
      Senior 3D Modeler/World Building Virtual Set Production Artist
    • Company
      Happy Mushroom, Lucas Film, ILM, Disney
    • Movie
      Black Adam
    • Year
      2022
    • Role
      World Building Virtual Set Production Co-Lead Artist
    • Company
      Happy Mushroom, Warner Brothers
    • Video Game
      HALO Inifinate
    • Year
      2021
    • Role
      Hardsurface Character and Prop Artist
    • Company
      Certain Affinity
    • Video Game
      Transformers: Reactivate
    • Year
      2022
    • Role
      Weapons Artist, Outsourcing, Hardsurface Prop Artist
    • Company
      Certain Affinity

Experience

  • Adjunct Graduate Professor at University of the Incarnate Word, TX
    San Antonio, US
    June 2024 - Present

    Adjunct Graduate Professor, School of Game Art and Design. Mentorship, portfolio, and real-word job curriculum course curated to ensure graduates are in top percentile ranges for employment in the AAA Game, TV, and Feature Film Industries.

  • Lead Hard Surface Artist at Zenimax Online Studios
    Full-time Remote, New Braunfels, TX, US
    May 2023 - Present


    - Single-handedly designed, developed, and implemented the entire Hard Surface Team pipeline, workflow, documentation, and standard operating procedure within the first year on the project. Responsible for IP’s Weapons, Vehicles, Drones, Robots, Equipment, and Prop Hard Surface Art Assets. Totaling almost a half of estimated over-all game revenue.

    - Solely responsible for the creation of the IP’s MWS (Modular Weapons System). Cutting an estimated launch production estimates from eight years to two. A 600% efficiency gain.

    - Worked with Engineers to develop a Houdini based MWSAT (MWS Assembly Tool). Which allowed engine and player side weapon creation, and customization to be fully automated. This included UV’s, Textures, Geometry, and any aspect of in-game Weapons.

    - Developed project-wide standardization, of the IP’s Folder Structure and Naming Conventions/Nomenclature. Allowing for tools automations and exponential efficiency gain, resulting in the elimination most if not all optimization dependency issues.

    - Solely created the initial Multi-Layered Material System, that then scaled to be the adopted standard for project wide material creation.

    - Spear-headed the implementation of new processes to weapons art pipeline, including 3D software such as Plasticity, Blender, Fusion 360, MoI3D, with supplemental team training throughout production.

  • Explicit Weapons Artist at TreyArch, Activision/Blizzard
    New Braunfels, Texas
    May 2021 - January 2022

    - Shipped Call of Duty: Black Ops Cold War, Call of Duty: Warzone, and Call of Duty: Vanguard during a Global Pandemic!!!

    - Contributed to aspects of production process including: Implementation, OS quality bar requirements, file structure setup, and deadlines.

    - Spear-headed the implementation of new processes to weapons art pipeline, including 3D software such as Blender, Fusion 360, MoI3D, and team training throughout production.

    - Tasked with Weapon and equipment design changes in 3D. Alterations were pitched, implemented, and shipped.

    - Demonstrated expert aptitude in next gen, hard surface modeling practices, and requirements. Utilizing Maya, Blender, and Fusion 360 further implemented quick weapon iteration into weapon production pipeline.

    - Fabricated 3D solutions for a variety of weapons lacking concept support, in addition to existing weapon concepts requiring legal changes.

    - Implemented numerous Weapon Blueprints in line with franchise business model requirements.

    - Concepted Weapon Blueprints from scratch with only a theme in mind. Continuously met rigorous deadlines.

    - Consulted on the Vehicle Team 3D scanning. Providing feedfack and perspective on standards for 3D scanning technology.

    - Responsible for creating weapons, and weapon attachment assets from limited concept art, and real life reference, with little to no direction.

    - Worked closely with manager and team mates maintaining an open channel of feedback when necessary.

    - Provided honest and constructive feedback to team members working on additional weapons for the game.

    - Autonomously completed all assigned tasks, while simultaneously maintaining delivery deadlines.

  • Senior Hardsurface Artist / World Builder at Happy Mushroom
    Los Angeles
    October 2020 - June 2021

    - VAD Senior 3D Hardsurface Asset Artist for STAR WARS, ObiWan TV Series (more info available on request).

    - Co - VAD Lead World Builder and Asset Optimization Artist for Black Adam Feature Film.

  • Hardsurface Artist at Certain Affinity
    Austin, United States of America
    August 2019 - August 2020

  • Ass. Weapons Artist at Certain Affinity
    Austin, United States of America
    March 2017 - August 2020

    - One of the first weapons artists to work at Certian Affinity.

    - Established the Weapons Pipeline with oversight from the Character Director (Micheal Pavlovich)

    - Created the first weapons texturing pipeline in Substance Painter and UE4

    - Helped with early look dev of a procedural weapons generation system, utilizing Blender and Houdini