Sarah Cole-Megaro
Sarah Cole-Megaro
Environment Artist at BioWare
London, Canada

Summary

I am have a decade of experience in AAA game development.

Graduating from Humber College in 2011, I began my career at Ubisoft Toronto as a Junior Modeler and quickly advanced to the role of Level Artist. I've worked on a number of titles in Ubisoft’s flagship franchises including Assassin's Creed, Far Cry, Watch Dogs, and Splinter Cell.

In 2017, I joined Digital Extremes as a Layout Artist on Warframe, contributing my expertise to many major updates including: The Jovian Concord, Heart of Deimos, The New Railjack, and The New War.

August of 2021 I joined the team at Bioware as an Environment Artist.

Resume PDF

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Skills

3D ModelingTexturingLayout

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Unreal Engine
Unreal Engine
ZBrush
ZBrush

Productions

  • Boxcover
    • Video Game
      WarFrame
    • Year
      2013
    • Role
      Layout Artist
    • Company
      Digital Extremes
  • 220px far cry 5 boxshot
    • Video Game
      Far Cry 5
    • Year
      2018
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
  • 220px watch dogs 2
    • Video Game
      Watch Dogs 2
    • Year
      2016
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
  • Far cry primal cover art
    • Video Game
      Far Cry: Primal
    • Year
      2016
    • Role
      Level Artist
    • Company
      Ubisoft Toronto
  • Acunity
    • Video Game
      Assassin's Creed: Unity
    • Year
      2014
    • Role
      Model and Texture Artist
    • Company
      Ubisoft Toronto
  • Scbl
    • Video Game
      Splinter Cell: Blacklist
    • Year
      2013
    • Role
      Model and Texture Artist
    • Company
      Ubisoft Toronto

Experience

  • Environment Artist at BioWare
    Canada
    August 2021 - Present

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

    Responsibilities Include:

    - creating pitches, and brainstorming early planning with team members on new updates

    - Developing visual benchmarks and art direction for new and remastered tiles

    - Working with designers on level layouts

    - Modular kit development, asset and texture call-outs

    - First pass lighting, effects, and skybox

    - Level performance and optimization passes

  • Instructor at Toronto Film School
    Toronto, Canada
    February 2021 - Present

    - Responsible for creating curriculum for the Video Game Animation online program

    - Teaching students the basics of the Unreal 4 Engine, modular construction, and production art workflows

    - Give lectures on creating art for game spaces

    - Review student work and provide feedback

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

    Responsibilities Included:

    - Creating large structures and landmarks with emphasis on modularity

    - Sculpting high-poly models for props and architecture

    - Creating PBR textures

    - Sculpting, painting, and collection systems work on the terrain

    - Asset placement, scene depictions, large and small scale storytelling

    - Work diligently with level designers on layouts and mission flow

    - Ensure readability and player guidance within the game space

    - Work closely various project and department leads on artistic direction for the game space

    - Ensure levels perform to the highest quality on all platforms

    - Work within the technical restraints of the engine while maintaining artist vision

    - Incorporate data from play tests for better player experience

    - Create tasks for prop callouts with detailed instructions for outsourcing partners

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

    - Used Quixel Suite to create textures for props and structures

    - Researched and gathered reference for proposed locations

    - Responsible for modeling and texturing many large landmarks with a strong focus on modularity

    - Used Zbrush to sculpt unique and ornate architectural elements

    - Used 3DsMax and Photoshop to create props

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

    - Assisted Level Artists with composition, prop placement, storytelling, and mission flow