Steven Klipowicz
Steven Klipowicz
Principal Modeler at Cloud Chamber
Seattle, United States

Summary

I'm a 3D digital artist who worked at Bungie for 11 years on the environment art and palette teams. My most recent role was as Palette Team Lead, overseeing creation of all assets for Destiny 2: The Final Shape. I have been working on games and movies since 2003, including years as Art Director of SpeedTree.

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Skills

ShadersDigital Sculpting3D ModelingWorld BuildingPhotogrammetryPBR TexturingTools Architect

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
3DCoat
3DCoat
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
SpeedTree
SpeedTree
Photoscan
Photoscan
Maya
Maya
Marvelous Designer
Marvelous Designer
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Destiny 2: The Final Shape
    • Year
      2024
    • Role
      Art Lead
    • Company
      Bungie
    • Video Game
      Destiny 2: LIghtfall
    • Year
      2023
    • Role
      Staff Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: The Witch Queen
    • Year
      2022
    • Role
      Staff Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: Beyond Lighg
    • Year
      2020
    • Role
      Senior Artist
    • Company
      Bungie
    • Video Game
      Destiny 2: Shadowkeep
    • Year
      2019
    • Role
      Senior Artist
    • Company
      Bungie, Inc.
    • Video Game
      Destiny 2: Forsaken
    • Year
      2018
    • Role
      Senior Artist
    • Company
      Bungie, Inc.
    • Video Game
      Destiny 2
    • Year
      2017
    • Role
      Senior Artist
    • Company
      Bungie, Inc.
    • Video Game
      Destiny: The Taken King
    • Year
      2015
    • Role
      Senior Artist
    • Company
      Bungie, Inc.
    • Video Game
      Destiny
    • Year
      2014
    • Role
      Technical Artist
    • Company
      Bungie, Inc.
    • Movie
      The Legend of Tembo
    • Year
      2012
    • Role
      Environment Artist / TD
    • Company
      Digital Domain Media Group
    • Movie
      Avatar
    • Year
      2009
    • Role
      Artist (outsource)
    • Company
      IDV, Inc.

Experience

  • Principal Modeler at Cloud Chamber
    Seattle, WA (remote), US
    October 2024 - Present

    As a Principal Modeler at Cloud Chamber, I am working on the next chapter of the Bioshock franchise focusing on organic and vegetation modeling in Unreal Engine 5.

  • Art Lead (Palette) at Bungie
    Seattle, US
    February 2023 - August 2024

    As Palette Team lead during The Final Shape development, I was responsible for overseeing the creation of all environment and design assets. This included management of asset tracking and feedback. For many assets I was the shader architect myself, as well as led the effort to interpret art direction and concept for a team of 7 artists. I also was the people manager of 5 artists as well as art manager of 2 co-dev artists, and assisted in the hiring process for the team.

  • Staff Artist at Bungie
    Seattle, US
    May 2021 - February 2023

    My role as a Staff Artist at Bungie included setting the natural palette art bar and best practices for the studio at-large, based on my years of uniquely qualified experience. Notable contributions include all natural assets for the Throneworld expansion, including Lucent Hive and swamp biome assets. By working closely with design, VFX, and engineering, I regularly drove new tech efforts such as deformable surfaces and multi-stage destructibles.

  • Senior Artist at Bungie, Inc.
    Seattle, Washington
    October 2014 - May 2021

    For Destiny 2 and beyond, I worked as a natural palette and world artist. For Destiny 2 I worked on extensive natural palettes for EDZ, Nessus, TItan, and Leviathan, including driving the rework of the Hive environmental palette. As a world artist I worked on both the architecting and finishing teams for EDZ, Nessus, Io and TItan. I also worked on the technical tools for decorator and vegetation studio workflows over the development of the title.

    Currently working on world domination beyond Destiny 2.

  • Technical Artist at Bungie, Inc.
    Seattle, Washington, United States of America
    February 2013 - October 2014

    On Destiny 1 I helped develop natural palettes for the four game worlds and the Tower. My responsibilities included modeling and texturing of most organic objects, ambient shader animation and technical setup, and art finishing for decorators/terrain, as well as decorator/foliage pipeline design and implementation.

  • Environment Artist / TD at Digital Domain
    Port St. Lucie, Florida, United States of America
    April 2012 - September 2012

    At Digital Domain I worked on the environment team where I modeled a variety of assets including props, terrains, vegetation, and ambient life for the animated feature “The Legend of Tembo” (Cancelled). I also helped develop the pipeline for vegetation rendering at Digital Domain's Tradition Studios in Florida.

  • Art Director at IDV Inc.
    Lexington, South Carolina, United States of America
    June 2005 - April 2012

    As Art Director at IDV, I was responsible for the SpeedTree product line brand ID, asset library, and 3D demos. I also worked directly on the SpeedTree software itself and authored 3rd party plug-ins for 3ds Max, Maya, and Houdini.

    I regularly worked directly with clients by creating custom art assets for games and films including Avatar, Pirates of the Caribbean, Elder Scrolls: Oblivion, and Gears of War.

  • Lead Graphic Artist at IDV, Inc.
    Columbia, South Carolina, United States of America
    June 2003 - June 2005

    For two years at IDV I worked as the lead artist for SpeedTree. My main tasks were developing textures and 3D models as part of the SpeedTree Model LIbrary. I was also responsible for all art in interactive SpeedTree demo scenes.