My work can be viewed at:
www.hughchew.com
Ex PlayStation | Ex Infinity Ward | Ex Sanzaru Games | Instructor @LCAD & @AAU
9+ years creating game ready environments and materials. Contributing to industry-defining titles at studios including infinity Ward, Bend Studios and Naughty Dog. Proven expertise in real-time materials, shaders, procedural pipelines, and environment production, with a strong focus on scalability, performance, and artistic cohesion. Experienced in bridging art and engineering through tool development, pipeline design, and cross-disciplinary collaboration. Proven ability to follow directions effectively within a team environment, and adjust to new situations and itineraries.
- Collaborated with art leads to establish and maintain a comprehensive library of base shaders.
- Mentored artists on material workflows and authored technical and onboarding documentation to support team growth
- Assisted in the planning and allocation of resources and tasks for the materials team to ensure efficient production.
-Developed custom Substance Designer tools to enable rapid iteration across large asset libraries and material sets.
-Created artist-facing tools in Substance Painter to support cross-team workflows and improve material consistency
- Played a key role in the establishment Material Layering Pipelines in various Productions in various Proprietary Game Engines
-Create realistic game-ready physically based materials to project specifications.
- Build and maintain internal PBR material library. Assist with maintaining technical and quality standards.
- Collaborate with production artists on creating materials for in-game use.
- Established material art expertise through quickcontributions to the studio’s Ex-Dev/Co-Dev partners material pipeline, leading to promotion to Senior Materials Artist.
Instructor for the new "Shading and Material Creation in Unreal Engine" course
-Create a New Syllabus and Course Content for the Class.
-Center Lessons around various Shaders and Techniques used in Game Production
-Host Weekly Q&A sessions to review and focus on Student Requested Topics
Fremont, CA
-Model, Sculpt and UV prop assets used at interactable or static meshes in level.
-Interpret Concept and Art Styles on a level to level basis in regards to asset creation.
-Generate Textures for Pipeline Usage within Engine to then be passed off to Core Texture Team.
-Work closely with Design and Level Artists to integrate art for usage with Game Mechanics.
-Using Substance Suite, Generate textures used for various purposes within Game.
-Add metadata and collision data to models
-Optimize Assets for VR and Mobile VR platforms.
Foster City, CA
-Create materials for 0-1 models as well as Tileable World Materials
-Create and adjust textures and models for use in Virtual Reality
-Generate Textures for Pipeline Usage within Engine.
-Using Substance Suite, Generate textures used for various purposes within Game.
-Maintain vast library of materials.
-Model, Sculpt and Texture various Hero assets.
-Create and adjust Shaders with UE4 Node Based Material Editor for use in Pipeline.
-Create material and model variations of products based on furniture from Houzz Catelog
-Create and adjust textures and models for use in Augmented Reality
-Generate Textures for Pipeline Usage within Engine.
-Critique and edit Outsource Models and textures for accuracy as well as adjustments for pipeline usage.
-Maintain vast library of materials.
-Add metadata and collision data to models using Houzz proprietary tools
-Optimize level performance without taking away from Art Direction.
-Work on creating better and efficient asset pipelines for production.
-Audit levels for material Physically-based correctness.
-Work on testing and fixing tools to help with automating asset correctness based on production guidelines.
-Evaluate and improve game textures for PBR correctness.
-Assist with debugging and fixing lighting and shader issues.
-Assess and alter Textures and Materials for a final pass for the project.
-Optimize assets based on diskspace and number of assets per level.
-Test out Photogrammetry pipeline and ways to improve it
-Created Hi-poly, Low-poly models.
-Baked down textures from models and placed them in the Quixel Suite for intial texturing pass.
- Create renders from Intial rendering software for intial okay from producer.
-Publish textures based on engine quality and necessary material requirements.
-Create renders within game engine for marketing use.
-Developed and rendered design dimension plans for VR Cube design and also printing of interior and exterior cloth covering.
-Stylized PBR Texture development, optimization, and implementation
-High | Low poly modeling and texturing of environment buildings, landscapes, and props
-Process development, art direction, and visual standard establishment.