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David Keymer
David Keymer
Open for work
Nottingham, United Kingdom

Summary

💼 Environment Artist with 9+ years in game dev, credited on 2 titles and several unreleased.
🌟Skilled in 3D modeling (Blender, Maya, Max), Substance texturing, Sculpting (zBrush), and Unreal/Unity.
🌎Based in Nottingham, UK—open to remote, local studio, or relocation.

Skills

3D AnimationLow-poly ModelingRiggingUV MappingHigh-poly ModelingLevel DesignPBR Texturing

Software proficiency

3ds Max
3ds Max
Blender
Blender
Maya
Maya
Mudbox
Mudbox
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
World Machine
World Machine
xNormal
xNormal
Quixel Suite
Quixel Suite
perforce
perforce
Substance B2M
Substance B2M
pure ref
pure ref
Quixel Bridge
Quixel Bridge
Quixel Mixer
Quixel Mixer

Productions

    • Video Game
      American Fugitive
    • Year
      2019
    • Role
      3D Environment Artist
    • Company
      Fallen Tree Games
    • Video Game
      The Turin Test
    • Year
      2016
    • Role
      Contracted Artist
    • Company
      Bulkhead Interactive
    • Video Game
      Pneuma: Breath of Life
    • Year
      2015
    • Role
      Contracted Artist
    • Company
      Deco Digital

Experience

  • Environment Artist at Bulkhead
    Derby, GB
    October 2019 - July 2025

    3D Environment Artist – Wardogs (upcoming release)

    As an environment artist on Wardogs, I was mainly responsible for creating assets that contributed to environments and gameplay.

  • Artist at Fallen Tree Games
    Nottingham, GB
    June 2016 - September 2019

    3D Artist – American Fugitive

    Released May 2019 (PC, PS4, Xbox One, Nintendo Switch)

    As a 3D Artist on American Fugitive, I was responsible for creating a wide range of in-game assets, including environments, props, and character models. My role extended to character rigging and animation, as well as setting up prefabs within Unity using custom scripts and tools developed by our programming team. Post-launch, I contributed to several updates aimed at improving game stability and adding new content.

  • Contracted Artist at Bulkhead Interactive
    Derby, United Kingdom
    February 2016 - May 2016

    Worked as an in-studio contracted artist. Tasked with the creation of environments and assets. Integrated well into the team's project organisation. Took responsibility for managing files created and keeping to set deadlines. Worked with other artists and regularly sought feedback from collaborating with the lead artist and producer to ensure the artistic vision in met. I worked using Unreal Engine 4 and incorporated PBR workflows.

  • Contracted Artist at Deco Digital
    Derby, United Kingdom
    September 2014 - December 2014

    Worked as an outsourced contracted artist to create assets including natural terrain and architecture. These assets were created using Maya, sculpted in zBrush and textured in Photoshop. For this project I worked using Unreal Engine 4 and incorporated PBR workflows.

  • Environment Artist (Freelance) at The Pixel Bullies
    Derby, United Kingdom
    May 2013 - September 2013

    Worked as part of a small team to create an arcade racetrack based on the city of Salzburg/ Austria using the Unity engine. I was tasked with the creation of the race tracks buildings and significant landmarks. Later on in the project I was tasked with assisting other artists and optimisation.