Chris Stone
Chris Stone
Senior Manager, Art Direction - R&D @ Riot Games
Seattle, United States

Resume PDF

Skills

Hard SurfaceWeapon Design3D ModelingDesignWeapon ModelingGunsGame Development

Software proficiency

Blender
Blender
3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Quixel Suite
Quixel Suite
Photoshop
Photoshop
Fusion 360
Fusion 360
Unreal Engine
Unreal Engine

Productions

    • Video Game
      VALORANT
    • Year
      2020
    • Role
      Principal Hard Surface Artist
    • Company
      Riot Games
    • Video Game
      Call of Duty: Black Ops 4
    • Year
      2018
    • Role
      Weapons Artist
    • Company
      Treyarch Corporation
    • Video Game
      Call of Duty: Black Ops 3 (DLC Weapons)
    • Year
      2016
    • Role
      Weapons Artist
    • Company
      Treyarch Corporation
    • Video Game
      Paladins: Champion of the Realm
    • Year
      2015
    • Role
      Weapons / Hard Surface Artist
    • Company
      Hi-Rez Studios

Experience

  • Associate Art Director at Riot Games
    Seattle, WA, US
    December 2024 - Present

  • Lead + Principal Hard Surface Artist at Riot Games
    Seattle, WA, US
    December 2021 - December 2024

    ◾ Creative vision, art vision, initial product direction, and outsource management for hard-surface concept and 3D.

    ◾ Assist with creative and art foundations across all creative disciplines.

    ◾ Deep understanding of the genre opportunities and design needs. Identify narrative and creative opportunities that align with core genre and IP needs.

    ◾ Create processes to facilitate effective cross-team collaboration and alignment with design.

    ◾ Establish 6mo+ production timelines

    ◾ Create artistic benchmarks and pipelines that allow for rapid content creation at scale.

    ◾ Identify key hires internally and externally to scale our capabilities.

    ◾ Outsource management and vendor sourcing for Concept and 3D.

    ◾ Continue to work with VAL Art Directors in LAX and Singapore to scale their 3D capabilities.

    ◾ Foster and establish cross-product knowledge sharing and continuous craft development.

  • Senior Weapons Artist at Riot Games
    Santa Monica
    September 2017 - December 2021

    ◾ Set the initial quality bar for VAL hard surface assets.

    ◾ Responsible for the Creative and Art Direction of Prime, Glitchpop, and Prelude to Chaos, three highly popular weapon skins.

    ◾ Lead and Art Direct skin lines from Concept to Audio to ensure a smooth production, high quality bar, and consistent collaboration.

    ◾ Create and define style guides, standardized scalable workflows, documentation, and development of new pipelines with project directors, outsource managers, engineering, and tech art.

    ◾ Train incoming artists, art leadership in Singapore, outsource managers, and external vendors. Provide feedback and guidance daily on external work. Reviewed over 600 weapon skins.

    ◾ Consistently evaluate our development process post-launch to identify key areas to refine production.

    ◾ Work together with Concept, Animation, FX, Audio, Production, and Design to define how assets function and interact with players, with a focus on ensuring the best player experience.

    ◾ Routinely evaluate and evolve the intersection of Art and Design through deep understanding of our design, genre, and player needs.

  • BFA Instructor at Gnomon
    Los Angeles, CA
    January 2019 - June 2020

    ◾ Teach BFA: Props and Weapons for Games

    ◾ Responsible for mentorship and growth of 10-16 students. Created a 10 week course and industry relevant example assets to effectively teach students over the course of 10 weeks.

    ◾ Consistently received a 4.9/5.0 for quality of course from students.

  • Weapons Artist at Treyarch Corporation
    Santa Monica, CA
    January 2016 - August 2017

    ◾ Create weapons, attachments, and equipment for Black Ops 3 DLC.

    ◾ Create optimized workflows and set the quality bar on the first weapon asset for Black Ops 4.

    ◾ Responsible for modeling, texturing, rigging, and concepting when needed.

    ◾ Introduced new pipelines that allowed for faster iteration and asset creation.

    ◾ Standardized pipelines through documentation and tool development with OS, engineering, and tech art.

  • 3D/Weapons Artist at Hi-Rez Studios
    Atlanta, GA
    March 2015 - December 2015

    ◾ Work closely with concept, animation, tech art, fx, and audio teams to create interesting and functional weapons for Paladins: Champions of the Realm.

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