Shaylyn Alia Hamm
Shaylyn Alia Hamm
Character artist
Greater Philadelphia area, United States

Skills

Concept ArtDigital Painting3D ModelingDigital SculptingTexturingMarketing IllustrationRetopologyDrawing

Software proficiency

3ds Max
3ds Max
ZBrush
ZBrush
Blender
Blender
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
3DCoat
3DCoat
Marmoset Toolbag
Marmoset Toolbag
CLIP STUDIO PAINT
CLIP STUDIO PAINT
Unreal Engine
Unreal Engine
Unity
Unity

Experience

  • Senior Character Artist at Possibility Space
    April 2022 - Present

    My main area of focus is working with a small art team to build a customizable avatar system for the studio's unannounced new IP. Providing the player a full range of body types, facial features and identities is a high priority, so there's quite a bit of problem solving, style experimentation and collaboration on our team.

    I've created several base bodies for testing, along with outfits and hairstyles. Working with the character art director, I've also helped explore a range of styles through sculpts and paintovers.

  • Freelance 2D and 3D Character Artist at Self-Employed
    January 2012 - Present

    As a freelance artist I've been creating cosmetic items for Valve titles (Counter Strike 2, Dota 2) through the Steam Workshop, mainly character art, concept art, custom texture work and illustrations since 2010, both as personal work and full-time.

    Additionally, I've worked as a contract artist for Valve for Dota 2, Dota Underlords and Counter Strike: Global Offensive for numerous projects over the years as well as character art for various indie studios such as Ivy Road and Strange Scaffold.

  • Mobile Artist at ArenaNet
    Bellevue, United States of America
    July 2016 - January 2017

    Produced character, environment, and concept art for an unannounced project.

  • Environment Artist at Gearbox Software
    Plano, TX
    October 2010 - October 2013

    I created in-game models, textures, materials, and high

    poly models. I've also been responsible for creating color variation skins for characters, head customizations, some marketing screenshots, model re-working/retexturing, and optimization of a wide variety of assets in both Borderlands 2 and Aliens: Colonial Marines.

    I also did some character work for Battleborn during its early production.

  • Art Intern at id Software (ZeniMax Media)
    Mesquite, TX
    April 2010 - October 2010

    My first job in the video games industry, I worked with the id Tech 5 engine's megatexture editor to create realistic and unique terrain and foliage throughout the game RAGE.