Mike Luxton

About Me

Download Resume:




  • Prop and environmental asset creation including both high and low poly techniques; UV creation, texturing, and material setup.

  • Years of experience with physically based rendering techniques.

  • More than 4 years of 3D asset creation experience and a powerful desire to continue evolving my skills both artistic and technical.

  • Advanced knowledge of Unreal Engine 4 as well as working experience with Unity

  • Worked in level design processes from paper plan to set dressing and basic lighting, as well as some basic level scripting using UE4.

  • Effective communication skills across game disciplines.


I grew up in several small towns in the Yukon Territory, and at a young age began playing video games, wanting to create my own mark in their worlds. After high school I worked several construction jobs including road construction and carpentry, in order to put myself through a foundation of arts program at the Yukon School of Visual Arts and two years after that, Game Design at VFS. My enjoyment of traditional art and knowledge of construction led me towards a love of hard surface modeling techniques and environmental art. Now I have a strong knowledge of many 3D modeling programs, most notably Maya and Zbrush but including many others.


  • 3DS Max

  • Blender

  • Substance Painter

  • Marmoset Toolbag 2 & 3

  • Zbrush

  • Maya

  • Blender

  • Crazybump

  • xNormals

  • Photoshop

  • UDK

  • Unreal Engine 4

  • Unity

  • Substance Designer

  • Headus

  • PowerPoint

  • Microsoft word

  • Excel

  • Pivotal

  • Perforce

Industry Experience:

Tiger Shark Studios - 3D Artist

December 2014 – January 2015 / July 2017 – April 2019 (Moonlighting)

Full asset pack creation using provided and self-found concepts using 3dsmax, photoshop and Substance Painter.

Reworking provided unfinished models to create proper UV’s and textures using 3dsmax, and Photoshop.

Interdimensional Games Inc. - Environmental Artist

January 2015 – November 2015 / June 2016 – November 2017 (Sporadic)


Created main tower and safe-zone models including materials and texture maps.

Created both new and updated props, weapons, and modular world assets including any necessary material and texture creation using 3dsmax, Photoshop, and Unreal Engine 4.

Minor role in Blueprint creation of crowdfunding Pre-pro video, largely focused on the timing of material manipulations in game.

Dwarven Petroleum (UE4) - Character Design and Modelling, Particle Effects.

July 1st - Oct 2nd 2014

Conceptualized and modelled enemies, main character(arms), HUD, and mech. In addition, created all in game particle effects through UE4’s cascade system.

Deathmatch Level (UDK) - Design, Set dressing, Lighting, Scripting.

February 14th - 25th 2014

Created a 6 player death match level in unreal 3 from paper plan to finalizing. All assets supplied by Epic games.

By Any Means Necessary (Flash) - 2D art, characters and environment.

Winner of the VFS Best 2D game award

January 10th - April 23rd 2013

Designed and created all art for game using Photoshop and Flash.


Vancouver Film School - Game Design Program

October 2013 - October 2014

Yukon School of Visual Arts - Foundation of Arts Program

September 2011 - May - 2012