Stefan Groenewoud
Stefan Groenewoud
Sr. Staff Technical Artist @ Bend Studio
Bend, United States

After completing the Game-art course and two internships in a professional production environment, Stefan has started out his professional career as 3D-modeler and Texture Artist. In the meantime he also grew an interest for the more technical aspects of game-development and picked up programming and started to create shaders to eventually become a Technical Artist.

Editorials/ Interviews:

Working on Horizon Forbidden West as a technical artist:
https://80.lv/articles/working-on-horizon-zero-dawn-as-a-technical-artist/

Good material design:
https://80.lv/articles/stefan-groenewoud-on-good-material-design/

Material Design Approach:
https://www.artstation.com/blogs/stefangroenewoud/46XO/material-interview

Skills

Digital SculptingEnvironment ModelingTexturingUV MappingPhotographyRetopologyProgrammingPhotogrammetryPBR

Software proficiency

Blender
Blender
Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
TopoGun
TopoGun
Python
Python

Productions

    • Video Game
      Horizon Forbidden West: Burning Shores
    • Year
      2023
    • Role
      Technical Artist
    • Company
      Guerrilla Games
    • Video Game
      Horizon Forbidden West
    • Year
      2022
    • Role
      Technical Artist
    • Company
      Guerrilla Games
    • Video Game
      Horizon Zero Dawn
    • Year
      2017
    • Role
      Shader artist
    • Company
      Guerrilla Games
    • Video Game
      Gears of War: Ultimate Edition
    • Year
      2015
    • Role
      Environment artist
    • Company
      Splash Damage
    • Video Game
      Dirty Bomb
    • Year
      2015
    • Role
      Environment Arist
    • Company
      Splash Damage
    • Video Game
      Killzone: Shadow Fall
    • Year
      2013
    • Role
      Intern 3D Asset-Artist
    • Company
      Guerrilla Games

Experience

  • Senior Staff Technical Artist at Bend Studio
    Bend, US
    May 2023 - Present

    In my role as a Senior Staff Technical Artist, I lead the development and innovation of advanced shader techniques and workflows, pushing the boundaries of what’s possible in game art. I also teach, mentor, and guide the Surfacing team, helping them create and optimize textures and develop new shaders. My leadership ensures high standards of work and promotes continuous learning within the team. I design and implement forward-thinking workflows that not only bring innovation to our projects but are also robust and efficient, standing the test of time. My work contributes significantly to the visual fidelity and immersive experience of our games.

  • Technical Artist at Guerrilla Games
    August 2017 - April 2023

    As a Technical Artist at Guerrilla Games, I played a pivotal role in developing and optimizing shaders, and authorizing Physically Based Rendering (PBR)-corrected textures for various departments. As a key member of an eight-person team, I spearheaded the development and implementation of tools and scripts that substantially enhanced workflow efficiency and robustness. Utilizing my proficiency in Python scripting, I introduced semi-automated processes that ensured consistency across content creation and validated numerous components of our pipelines and content.

    Research and development for online projects, encompassing shader and texture development in diverse artistic styles, as well as the creation of prototyping tools to streamline workflows and enhance asset verification.

  • Shader & Texture Artist at Guerrilla Games
    September 2014 - August 2017

    In the realm of game development, I specialize in researching, creating, optimizing, and delivering shaders. Notably, I contributed to the production of textures in a photorealistic style for Horizon Zero Dawn, which encompassed a diverse range of materials. To ensure the seamless integration of shaders across various departments, I meticulously crafted documentation that facilitated a smooth hand-off process. Furthermore, I consistently provided support (with diverse tasks) to multiple departments throughout the pre-production and polish stages.

  • Environment artist/Lighting at Splash Damage
    GB
    December 2013 - September 2014

    Develop, design, and execute environment art from concept to completion for the games “Dirty Bomb” and “Gears of War Ultimate Edition.”

    Provide mentorship to intermediate Zbrush users, exploring innovative workflows and developing comprehensive internal documentation for new starters and colleagues.

  • Freelance 3D-artist at Freelance
    October 2012 - October 2013

    Develop and render high-quality environmental assets and props for AAA projects, adhering to detailed briefings (e.g., The Witcher 3).

  • Intern 3D Asset-Artist at Guerrilla Games
    September 2011 - March 2012

    During my tenure as an Intern Asset Artist at Killzone: Shadow Fall, my responsibilities included modeling high and low-poly assets to enhance visual fidelity during the transition from PS3 to PS4 consoles. Additionally, I developed shaders and textures that adhered to the photorealistic aesthetic of the project. Furthermore, I conducted independent research on material expressions and technical functionalities.

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