RUBEN TAVARES
Senior Environment Artist & Procedural Technical Artist
Video Game Work
Virtual Reality
Personal Work
Resume
Software
Focus
Knowledgeable
3D Studio Max, Houdini, ZBrush, Photoshop, Substance Designer, Substance Painter, Unity, UE4
Maya, After Effects, Mudbox, C#, Max Script, MEL Script, Vex, Python
Education
B.A. Media Arts and Animation
Art Institute of Atlanta
Senior Environment Artist II (Procedural Tech Artist)
Senior Environment Artist & Technical Artist with 15+ years of experience delivering high-fidelity AAA titles and VR environments. Expert in bridging the gap between artistic vision and engineering constraints by developing scalable procedural pipelines and Houdini-based workflows. Proven track record of spearheading studio-wide innovations that drastically increase production efficiency without compromising visual excellence.
Skills
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High-quality real-time 3D assets
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Material and Shader creation in Unity and Unreal shader graphs (PBR and others)
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Unity3D C# Scripting and prototyping
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Research and Development
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Procedural Content and Pipelines in Houdini (Including Vex and Python code)
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Substance Designer PBR texture creation
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Cross-departmental collaboration
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Visual development (VisDev)
Experience
Electronic Arts (EA), Full Circle Studio - Remote
05/2021 - Present
Senior Environment Artist II (Procedural Tech Art Focus)
SKATE. – Cross-Platform 2026
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Collaborated with Art and Technical Directors on initial VisDev, translating artistic vision into technical specifications to define the project's procedural architectural style for 4 distinct urban biomes.
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Developed and maintained a scalable Houdini pipeline for 32 unique building kits, ensuring technical stability and performance across the project’s entire architectural library.
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Architected a ground-up procedural building generator in Houdini, enabling a team of 5+ artists to produce 200+ high-quality assets while maintaining strict optimization and Art Direction fidelity.
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Partnered with Technical Directors and Senior Engineers to refactor procedural logic, delivering a foundational architecture that improved generation speeds by 70% and reduced memory overhead by 40%.
LiveLike VR - Remote
10/2015 - 05/2021
Senior Environment Artist & Unity Tech Artist
FOX VR, ROLAND GARROS VR, MLS VR, SKY VR and others – GearVR and Oculus 2015-2021
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Engineered the end-to-end 3D art pipeline for mobile VR (GearVR/Oculus), delivering 10+ high-fidelity environments for global brands including FOX, Sky, and Roland Garros while maintaining a rock-solid 60 FPS on early mobile chipsets.
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Developed custom shaders and automated optimization workflows that reduced draw calls by 40% and texture memory usage by 50%, enabling complex social VR environments to run on hardware with limited thermal overhead.
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Architected the in-engine visuals for the flagship social sports platform, winning the 2016 TechCrunch "1st and Future" Award and scaling the app to support 4 concurrent users in shared 3D spaces.
Self-Employed
02/2015 - 10/2015
Unity Technical Artist & Senior 3D Artist
CONTRACT PROJECTS – PC & Mobile
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Delivered end-to-end 3D asset pipelines for a diverse range of PC and mobile contracts, encompassing high-fidelity character modeling, environment design, and custom material authorship.
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Engineered custom C# scripts in Unity to automate asset integration and streamline build maintenance, reducing manual iteration time by 50% across multiple cross-platform projects.
Rockstar San Diego - Carlsbad, CA
10/2005 - 01/2015
Senior Environment Artist
RED DEAD REDEMPTION 2 – PS4 2018
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Engineered high-quality terrain "vertical slices," establishing the technical and aesthetic benchmarks for procedural terrain that met 100% of design requirements without performance regression.
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Pioneered the studio’s photogrammetry workflow, developing the foundational pipelines for high-fidelity asset creation and PBR material/shader standards used across the team of 50+ environment artists.
GRAND THEFT AUTO V – PS3 2013
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Owned the end-to-end creation of 15+ high-density urban blocks, managing everything from initial layout to final optimization for a seamless, streaming open-world experience.
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Architected the LOD and HLOD systems for entire environment sectors, maintaining a consistent 30 FPS on PS3 hardware while maximizing draw distances and visual fidelity.
RED DEAD REDEMPTION – PS3 2010
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Partnered with the Lighting Lead to bridge cinematic vision and hardware constraints, optimizing the lighting pipeline for 12+ major gameplay regions and 30+ high-fidelity cutscenes.
MIDNIGHT CLUB: LOS ANGELES – PS3 2008
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Partnered with the Design Team to iterate on high-speed urban layouts, balancing complex racing mechanics with dense city environments to ensure zero-hitch performance (30+ FPS) during 100+ MPH gameplay.
Papaya Studios - Irvine, CA
Sep 2002 - Oct 2005
Environment Artist
LARRY BOY AND THE BAD APPLE – PS2 2006
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Crafted stylized environment art and lighting, delivering 4+ high-fidelity levels while ensuring 100% adherence to the project’s unique visual style and PS2 performance limits.
TAXI DRIVER – PS2 (Canceled)
Modelled, textured, and lit over 60% of the urban environment for Taxi Driver (PS2), managing dense architectural assets within the era's strict vertex and texture memory budgets.











