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Saralie Wågström
Saralie Wågström
Senior Environment Artist at Envar Studio
Stockholm, Sweden

Summary

I am a Senior Environment Artist working at Envar Studio on an unannounced game.

Previously I worked at Ember Trailer on Distant Bloom, and before that at Hazelight as an Environment Artist on It Takes Two, as well as an unnanounced game.
Before that I was a 3D- and Level Artist at DICE, working on Battlefield V, Battlefield Firestorm, Star Wars Battlefront II live service and Battlefield 2042.

My main focus is on Environment Art, and also with an interest within Level Design.  I come from a previous education within Animal caretaking and Veterinary medicine, and I have a big interest in animals and nature.
But as art and games have always been passions of mine, I decided to do the best of both world so I started studying 3D Art and Game development at Futuregames in Stockholm, Sweden.

As much as I love to make pretty portfolio pieces, I consider myself a
3D Artist with a focus towards gameplay, and how to integrate art to enhance the Game design. Especially how to guide the player and introduce new mechanics through Level Design and Level Art is something I find to be a very intriguing challenge to overcome.

Skills

3D ModelingDigital SculptingTexturingEnvironment ModelingLevel ArtGame DevelopmentHard Surface ModelingPBR TexturingLightingFoliage

Software proficiency

Maya
Maya
ZBrush
ZBrush
Modo
Modo
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Marvelous Designer
Marvelous Designer
Unreal Engine
Unreal Engine
Frostbite Engine
Frostbite Engine

Experience

  • Senior Environment Artist at Envar Studio
    Stockholm, SE
    August 2023 - Present

    Working as a Senior Environment Artist on an unannounced

    project. Acting as co-lead and responsible for mentoring within

    the Environment Art team.

  • Senior Environment Artist at Ember Trail
    Uppsala, SE
    May 2022 - July 2023

    DISTANT BLOOM

    On Distant Bloom, I worked as a Senior Environment Artist and

    was responsible for multiple environments in the game, as well as

    some architecture and general props. I took these from initial

    concept and planning to finished product. Tasks included level

    design, 3D asset design and creation, set dressing, lighting and

    optimization, as well as being involved in the project planning and

    direction. All this in close collaboration with the rest of the team.

  • Environment Artist at Hazelight
    Stockholm, SE
    September 2019 - April 2022

    UNNANOUNCED PROJECT

    On Hazelight's new, unannounced project I worked as an

    Environment Artist, responsible for a number of chapters and its

    levels together with one other artist and one Level Designer.

    Tasks included blocking out levels and 3D assets, lighting and

    planning, as well as developing the setting and visual style in

    accordance with Art-, Game- and Narrative Direction.

    IT TAKES TWO

    On It Takes Two, I worked as an Environment Artist, responsible

    for a number of levels. This included planning, blocking out and

    finalizing 3D assets, set dressing, lighting and optimization. I

    worked closely together with the level designers, as well as

    working with other disciplines to make sure the level had

    everything it needed.

  • 3D- and LEvel Artist at EA DICE
    Stockholm, SE
    September 2017 - August 2019

    BATTLEFIELD 2042

    Pre-visualization with art- and setting exploration for the game

    during early pre-production. For this I created 3D assets, set

    dressing and managed outsourcing.

    BATTLEFIELD FIRESTORM

    I was part of making Battlefield Firestorm, Battlefield V’s battle

    royale mode, as a 3D- and Level Artist, both before release as

    well as during live service. I was responsible for making 3D assets

    and set dressing the game’s lobby, as well as optimizing it and

    updating it with new rooms. I also made assets for updates in the

    level.

    STAR WARS BATTLEFRONT II - Live Service

    During the d During the development of Star Wars Battlefront II’s Capital

    Supremacy live service update, I was part of building modular

    assets for the Dreadnought ship, as a 3D Artist.

    BATTLEFIELD V

    On Battlefield On Battlefield V, I worked with 3D- and Level Art: setting up

    levels, sculpting and painting terrain and set dressing for the

    single player cinematics. I also created 3D assets and modular asset

    sets for both single player and multiplayer in-game use, as well as for

    cinematics. I also worked with writing briefs and giving feedback on 3D

    assets created by outsourcing.