Cordell Felix
Cordell Felix
Expert 3D Artist - President & Game Director at Punkzilla
Irvine, United States

Summary

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.

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Skills

3D ModelingEnvironment ModelingDigital SculptingHigh-poly ModelingLow-poly ModelingVehicle ModelingWeapon ModelingProp ModelingHard Surface ModelingTexture BakingUV MappingWorld BuildingPBR TexturingTexturingLightingOptimizationset dressing

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Quixel Suite
Quixel Suite
Unreal Engine
Unreal Engine
Unity
Unity
3DCoat
3DCoat
Marmoset Toolbag
Marmoset Toolbag
Frostbite Engine
Frostbite Engine
UVLayout
UVLayout
xNormal
xNormal

Productions

    • Video Game
      Town of Zoz
    • Year
      2026
    • Role
      Principal Environment Artist
    • Company
      Studio Pixanoh
    • Video Game
      Hyper Light Breaker
    • Year
      2025
    • Role
      Principal Environment Artist
    • Company
      Heart Machine
    • Video Game
      Unreal Engine 5
    • Year
      2022
    • Role
      3D Artist / Derivative Specialist
    • Company
      Epic Games
    • Video Game
      God of War
    • Year
      2018
    • Role
      Senior Environment Artist
    • Company
      Blind Squirrel Games (Art Outsourcing)
    • Video Game
      Borderlands 1 Remaster
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Blind Squirrel Games (Art Outsourcing)
    • Movie
      Terrible Fate
    • Year
      2016
    • Role
      3d Artist
    • Company
      Ember Lab
    • Video Game
      Bioshock: The Collection
    • Year
      2016
    • Role
      Senior Environment Artist
    • Company
      Blind Squirrel Games
    • Video Game
      Battlefield Hardline
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Electronic Arts - Visceral Games
    • Video Game
      Alone in the Dark: Illumination
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Plastic Piranha
    • Video Game
      Rekoil
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Plastic Piranha
    • Commercial / Advertisement
      Crabs & Penguins
    • Year
      2012
    • Role
      Cinematic / 3d Artist
    • Company
      Ember Lab

Experience

  • President and Game Director at Punkzilla
    US
    March 2022 - Present

  • Content Artist - Specialist at Epic Games at Epic Games
    Irvine
    October 2020 - March 2022

    ⦁ 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.

  • Lead 3D Artist at Nexon OC
    Irvine
    December 2017 - July 2020

    ⦁ 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.

  • Senior Environment Artist at Blind Squirrel Games
    Irvine, United States of America
    July 2015 - December 2017

    -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.

  • Environment Artist at Electronic Arts - Visceral Games
    Redwood City, United States of America
    April 2014 - July 2015

    -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.

  • Instructor at Art Insitute of Hollywood
    Hollywood, United States of America
    August 2013 - April 2014

    -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.

  • Art Lead / Environment Artist at Plastic Piranha
    North Hollywood, United States of America
    March 2012 - April 2014

    -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.

  • Cinematic Artist / 3d Artist at Ember Lab
    Orange County, United States of America
    September 2011 - March 2012

    -Create High Quality 3D models and textures for the use in film

    -Model and texture assets for use in the Unity engine.