Michael Fuller
Michael Fuller
Art Manager | 3D Artist
Portland, United States

Resume PDF

Skills

3D ModelingDigital SculptingLow-poly ModelingTexturingUV MappingGame DevelopmentRetopologyHigh-poly ModelingProduct DesignWorld BuildingKitbashingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Blender
Blender
3ds Max
3ds Max
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Photoshop
Photoshop
TopoGun
TopoGun
Keyshot
Keyshot
After Effects
After Effects

Experience

  • May 2024 - Present
    Sr Manager, Production at Nike
    Beaverton, US

    Spearheaded development of a scalable 3D apparel sample pipeline that supports thousands of products per season while ensuring high-quality visual standards.

    Onboarded and managed a key strategic vendor, overseeing QC and proof-of-concept deliverables that successfully scaled into a full product line.

    Led a team of six 3D artists, providing feedback, mentorship, and career development to foster a collaborative, high-performance culture.

    Designed and facilitated 3D training programs and workshops, transitioning artists from 2D to 3D workflows and elevating studio-wide production capabilities.

  • August 2021 - Present
    Digital Asset Manager at Nike
    Beaverton, US

    Worked cross-functionally with tech teams to implement data automation systems that scaled workload capacity by 400%.

    Administered a project management system that optimized task tracking, capacity, and curated footwear asset libraries for future growth.

    Collaborated with leadership and art teams to develop workflows and define asset standards, ensuring alignment across production.

    Built and maintained a centralized intake system that enabled KPI reporting, and eliminated ad-hoc request.

  • November 2014 - August 2021
    Environment Artist at Liquid Development
    Portland, US

    Created AAA-quality environment and prop assets from highpoly modeling to engine integration.

    Developed modular kits, trims, and tiling materials to support efficient environment creation and maintain stylistic consistency across levels.

    Integrated assets into Unreal Engine with clean material setups, optimized LODs, and collision for efficient in-game performance.

    Led a team of three artists in producing environment assets for a AAA project, ensuring delivery met artistic vision, technical standards, and production deadlines.

    Provided feedback and art direction on assets to maintain quality, performance, and visual cohesion across environments and props.console, mobile, and AR/VR platforms.

Productions

    • Video Game
      Suicide Squad: Kill the Justice League
    • Year
      2024
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Metroid Prime Remastered
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Crackdown 3
    • Year
      2019
    • Role
      Environment Artist and World Builder
    • Company
      Liquid Development
    • Video Game
      Call of Duty: Black Ops 4
    • Year
      2018
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Firewall: Zero Hour
    • Year
      2018
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Rime
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Doom
    • Year
      2016
    • Role
      Texture Artist
    • Company
      Liquid Development
    • Video Game
      Halo 5
    • Year
      2015
    • Role
      Texture Artist
    • Company
      Liquid Development
    • Video Game
      World of Tanks
    • Year
      2015
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Evolve
    • Year
      2015
    • Role
      Texture Artist
    • Company
      Liquid Development