Cordell was born and grew up in Orange County, California. He's been working in the game industry for 15 years.
He specializes in environment art, set dressing, 3d modeling, digital sculpting, lighting, texturing, and enjoys doing all types of art in games. This includes: level design, materials, terrain, pipeline development, optimizations, graphic design, and lots of other things that keep him creative. Cordell excels at art pipeline development. He tends to thrive on learning new techniques and tricks about modeling and texturing, and enjoys finding the time to do his own personal artwork as well.
⦁ Research and development for derivative assets using Quixel Megascans content.
⦁ Created environment art marketing material for Quixel/Epic Games.
⦁ Lead the UE5 megascans 'assembly' pipeline. Taught and managed a team in both the US and Pakistan to develop assemblies to be released on the Unreal Marketplace and Quixel Bridge.
⦁ Optimized environments during new technology developments and optimized full projects.
⦁ Assisted in tools for UE5. Mainly the geometry tools.
⦁ Created environments for use in Virtual Production.
⦁ Went on scouting trips to assist and scan environments for the Megascans library.
⦁ Responsible for all environment art and level design.
⦁ Manage, collaborate, and communicate with a team of artists and directors to meet deadlines
and milestones.
⦁ Developed pipelines to speed up processes on asset creation using Houdini and Quixel Mixer.
-Responsible for full level art and design with gameplay in mind.
-Inject story into environments through world building, set dressing, and lighting.
-Model and texture assets and environments.
-Model and texture weapons and vehicles.
-Model and texture assets for use in the Frostbite 3 Engine for both multi-player and single player environments. Each asset includes up to five LOD's with custom collision, raycast, and enlighten mesh.
-Create elaborate destructible assets and clusters with part linking or schematics for believable destruction.
-World build to help tell story through the use of placing assets in both multi-player and single player environments.
-Edit existing models in game: Geometry up-res, texture up-res, optimization, LOD's.
-Taught an extensive class on ZBrush and ZBrush techniques to create character models used for both games and film.
-Taught an advanced modeling and texturing class teaching hard surface 3d modeling techniques, UVing, texture baking, PBR texturing, ZBrush pipeline, and rendering.
-Model and texture weapons, assets, and environments for use in both Unreal 4 and Unreal 3 engine.
-Responsible for re-texturing all weapons (32+) for Rekoil.
-Art liaison with an outsourcing art house to convey art direction, concept art and 3d art for Alone in the Dark: Illumination.
-Collaborate with a large team in office and overseas.
-Create High Quality 3D models and textures for the use in film
-Model and texture assets for use in the Unity engine.