Sarah Cole-Megaro
Sarah Cole-Megaro
Senior Environment Artist at Skeleton Key
London, Canada

Summary

Over ten years in AAA game development with six shipped titles and expertise in creating visually engaging gameplay spaces in Unreal and proprietary engines. Skilled level artist and world builder creating natural landscapes, set pieces, interior and exterior spaces for the compelling sci-fi and fantasy worlds of Dragon Age, Warframe, Far Cry, and Assassins Creed.

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Skills

3D ModelingTexturingLayout

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Frostbite Engine
Frostbite Engine
Dunia Engine
Dunia Engine

Productions

    • Video Game
      Dragon Age: The Veilguard
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      BioWare
    • Video Game
      WarFrame
    • Year
      2013
    • Role
      Layout Artist
    • Company
      Digital Extremes
    • Video Game
      Far Cry 5
    • Year
      2018
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Watch Dogs 2
    • Year
      2016
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Far Cry: Primal
    • Year
      2016
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Assassin's Creed: Unity
    • Year
      2014
    • Role
      Model and Texture Artist
    • Company
      Ubisoft Toronto
    • Video Game
      Splinter Cell: Blacklist
    • Year
      2013
    • Role
      Model and Texture Artist
    • Company
      Ubisoft Toronto

Experience

  • Senior Environment Artist at Skeleton Key
    January 2024 - Present

    - working within a small team to develop a new title

  • Senior Environment Artist at BioWare
    August 2021 - January 2024

    - Lead worldbuilder for multiple maps on Dragon Age: The Veilguard

    - Collaborate with Creative, Art, and Cinematic Directors to ensure artistic vision is met

    - Mediate with designers and mission leads to build engaging gameplay spaces for clear level navigation, mission flow, combat, and puzzles

    - Work alongside mission and story writers to maintain and elevate macro and micro narratives in the environmental storytelling

    - Develop visuals for key locations and environments cooperatively with concept artists with a focus on strong composition and mood

    - Conduct and moderate bi-weekly art review meetings

  • Instructor at Toronto Film School
    Toronto, Canada
    February 2021 - June 2023

    - Teach Unreal 4 and modeling in 3Ds Max to a diverse population of students of different ages, experience levels, and backgrounds

    - Mentor students by providing detailed critiques and actionable feedback on their work

    - Foster student understanding and application of industry best practices and workflows

    - Facilitate online learning by developing curriculum, video tutorials, class outlines, assignments, rubrics, and documentation to for Unreal 4 and 3Ds Max.

  • Layout Artist at Digital Extremes
    London , Canada
    June 2017 - August 2021

    - Created both open-world and procedurally generated linear play spaces for fast-paced coop PVE gameplay

    - Participated in core strike teams to generate and present pitches for new updates

    - Developed team schedules and timelines under the direction of project leads

    - Created prototypes alongside designers for experimental gameplay ideas and new concept testing

    - Constructed visual benchmarks in engine for project art quality targets

    - Responsible for first pass lighting, effects, and skybox

    - Completed level performance and optimization passes

  • Level Artist at Ubisoft
    Toronto, Canada
    April 2015 - June 2017

    - Collaborated with level designers on combat and stealth focused locations and missions in large open-world maps

    - Modeled and textured large and complex locations with a strong focus on kit creation, modularity, and reusability

    - Created natural landscapes and exterior spaces with terrain sculpting, material painting, foliage systems, procedural tools, and hand-placed assets

    - Generated JIRA tasks for props and structures with detailed instructions for outsourcing partners

    - Directed model and texture artists in completion of art assets and modular building kits for my maps

  • Model and Texture Artist at Ubisoft
    Toronto, Canada
    February 2012 - April 2015

    - Designed and created modular block outs of large locations using 3Ds Max

    -Created building kits for project-wide use

    - Responsible for low and high poly modeling and sculpting for props and structural assets

    - Developed unique and tiled PBR materials and textures for props, set pieces, and structures

    - Completed level art work, prop placement, and set dressing

    - Gathered research and reference for assigned levels and locations

    - Technical troubleshooting on console dev kits to ensure stability and optimization for all platforms