Kahliek Clemmons
Kahliek Clemmons
3D Game Artist
San Jose California, United States


Creative and detail-oriented 3D Artist with a comprehensive background in the digital arts within
fast-paced environments. Self-motivated and hardworking professional accustomed to performing
well under pressure and completing all projects with schedule. Skilled in effectively
communicating and collaborating with a variety of members within the organization to achieve
business objectives. Highly adept in cultivating various types of content for video game
production and other technologies while proactively partaking in new innovations.

Personal Qualities:
- I put group’s success ahead of my own
- I'm driven by creative initiative to take ownership of creative tasks and independently produce with or without guidance
- I have positive attitude and desire to see those around me succeed and grow
- Ability to receive feedback and critique with humility, modesty, and respect
- I'm Self-driven to learn, explore, and participate

Strong arts and design professional with a Bachelor of Science (BS) focused in Game Art from Full Sail University.

Resume PDF



High-poly ModelingLow-poly ModelingEnvironment ModelingProp ModelingLightingPBR TexturingWeapon ModelingHard Surface Modeling3ds maxUV MappingVehicle ModelingPython ScriptingTexturingmayaunreal 4

Software proficiency

Quixel Suite
Quixel Suite
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
3ds Max
3ds Max


  • Gta
    • Video Game
      Grand Theft Auto: The Trilogy – The Definitive Edition
    • Year
    • Role
      Game Artist
    • Company
      Grove Street Games


  • Game Artist at Grove Street Games
    January 2020 - Present

    • Creates 2D concepts and 3D environment models with rigs, textures and animations.

    • Manages art and technical development.

    • Consistently meet high standards pertaining to work quality, timeliness and contributing

    creative ideas to game development.

    • Designs graphics for icons, landing pages, user interfaces, environment, screenshots and

    animations for games.

    • Documents process, including updates during development and revision to existing


  • 3D Game Artist & QA at SSE
    jacksonville, United States of America
    November 2018 - January 2020

    • Shipped product and implemented assets into Unity which helped significantly speed up

    the work for other artists.

    • Created new workflows and documentation/tutorials of these workflows for in house artist.

    • Developed artistic visual products while working within defined technical constraints.

    • Collaborated with Technical Artists to create and improve tools and workflows.

    • Designed visual models that met both aesthetic and technical criteria.

    • Optimized existing assets, such as cleaning the model’s geometry, UVs or textures.

    • Broke down procedures and requirements from engineers to create work for artist.

  • 3D Artist at Enviromental Tectonics Corporation
    winter park, United States of America
    March 2017 - November 2018

    • Reviewed existing applications and games and identify improvement opportunities for user


    • Created 3D models of props, textures and materials to meet design goals.

    • Exported and optimized art assets for development.

    • Created 2D art compositions for the game mockups to ensure the consistency of the game


    • Recorded and tracked bugs through to final resolution.

    • Created a library of materials using Substance Designer with use of parameters for

    Substance painter.

    • Responsible for managing all the assets, maintaining directories, developing to naming

    conventions and adapting to different visual styles using various platforms.

  • 3D Artist & QA at Apple
    San Jose, United States of America
    October 2014 - November 2015

    • Generated high-quality renderings and animations for the proprietary navigation design.

    • Work on 3D modeling, mapping, texturing, and lighting techniques to create visual


    • Worked on multiple iterations, both independently and in collaboration with Art/Design


    • Worked closely with Engineers to ensure the UI functions correctly and is effectively using

    available resources.

    • Continually updated all required documentation and communicate changes to other


    • Understand flow, composition, and design as they relate to the user’s experience..