Robin Poziombke
3D Environment Artist Professional Personal Projects Resume
757-348-0451 rpoziombke@gmail.com
This was a project I worked on with my school’s production team Game Wizards. It’s a survival game called
Exodus. I was an environmental artist and worked on a part of the game that took place at a Dam. The
workflow involved was to model, then take the mesh into ZBrush for detailing, Photoshop for color, normal,
and spec maps. Finally bringing the assets into UDK for material setup.

I worked on a small team of 6 artists that was apart of multiple teams that added up to about 60 people. I had a
lead, and an art director to answer too. We also followed SCRUM for handling out of assets. The project spanned
9 months, and a fully playable game was created at the end.
Exodus Game Trailer
This was a project I worked on with my school’s production team Game Wizards. It’s a fantasy adventure
game called Lytus. I was an environmental artist and worked on multiple levels and a good chunk of the foliage.
I was also the graphic designer in charge of creating glyphs for the game. Our workflow was to model out our
meshes first. We needed to specifically use 3DS Max because our engine was CryEngine 2, and at the time a
Maya plug-in didn’t exist. After our model was done and we exported out using the CryEngine exporter, we
entered Photoshop for map generation. That also required a specific plug-in. This was the first time that I had to
adhere to a specific workflow and it taught me a lot of structure when it comes to working with level designers.

I worked on a small team of 12 artists. This was the first game I created in a team of people in a structures
professional setting. The project lasted 9 months and in the end, we had a very beautifully rendered out game.   
Lytus Trailer
Gameplay
This is a game that I created in my production class Game Wizards at school. I was the Lead of the project and was in
charge of all art aspects of the game including models, effects, and animation. I was also in charge of creating gameplay
mechanics. I was in charge of a team of 10 people, spanning from artists, animators, and programmers. The game was
originally created for the UDK, however I discovered that using Adobe Flash as the basis for the game engine was a more
practical idea. All models were created in 3D Studio Max and animated in the same package. Effects were created using
Particle Illusions. The animations were then rendered as .gif then brought into Vector Magic and turned into vector images
for optimized usage in Flash.

The leading experience had its ups and down. It was very frustrating at times trying to nail down a gameplay mechanic
that wasn’t working, especially when using an unfamiliar package such as Flash as an engine. Being primarily a 3D artist
really humbled me in the realm of 2D art creation. Leading a team and having them look to you for answers and reassurance
is also a stressful endeavor. However in the end it was the most rewarding experience. In the end our game was entered
into the Independent Games Festival for 2011.

The game is currently available for free download on the link below along with a gameplay trailer.
Top