On a lifelong journey of artistic exploration, Angelo has found a place to call home at Sumo Sheffield, currently working as a Senior Lighting Artist. With a unique mixture of both art & computer science studies, he has been involved in 3D & games for over 10 years. Originally from Greece, he took his first steps in the professional world of games as a 3D Artist before specializing further into Environment Art, and ultimately, Lighting Art. He's experienced in creating art for most platforms and has worked in a wide range of team sizes, from indie productions targeting XR & mobile platforms, to AAA projects aimed at next-gen consoles & PC. When not in his office desk, you'll find him reading books at the nearest park, hiking the highest peaks in search of exotic rocks & succulents or having the time of his life on the dancefloor.
Working on the official Formula 1 game series. Responsible for:
● End-to-end track lighting to AAA quality standards for both last-gen consoles & next-gen
● Lighting & Camera animation for cinematics (both character & vehicle based)
● Look development for new cutscenes and visualizations
● Research & collaboration with the Rendering Engineering team to develop new Lighting Tech tools and pipelines
Currently working on an unannounced title. My responsibilities include:
● Development & maintenance of the environment art pipeline (set
dressing, lighting, post process)
● Creation of game environments from whitebox to shipping
quality
● Worldbuilding in close collaboration with the Art Director &
concept art to develop top-notch game environments
● Technical art support, performance monitoring & documentation
writing
Mainly working as a 3D Artist on BADA Space Station. Additionally providing art outsource services to company's external partners. My responsibilities include:
● Creation of high-quality real time assets, ranging from
characters to environmental props and weapons (both organic &
hard surface)
● Establishment of visual quality bar through close collaboration
with Art Director
Worked on multiple big scale arch-viz projects ranging from stylish interiors to skyscraper complexes.
Responsibilities included:
● Translating architectural drawings into precise 3D models
● Modeling and texturing of highly detailed photorealistic props
based on specifications provided by clients
● Ownership and maintenance of studio’s material library
Worked on various projects as a freelance 3D/ Environment Artist. Most of
the time I was in complete ownership of the whole production pipeline.
List of clients include:
● Lunar Animation - Modeled and textured multiple diorama
environments for an undisclosed high-profile client
● Mad Cow Studios - Designed, modeled and textured multiple
“Clash Royale” styled arenas in close collaboration with the game
designer
● Lume Studio - Created and animated various environment assets
based on provided concept art
● Threelight CGI - 3D Modeling and UV Mapping assistance for
multiple Archviz projects
Took my first professional steps as an Intern 3D Artist. My main
responsibilities were:
● Creation of optimized 3D meshes for a multi-platform tycoon
game
● Collaboration with the Lead Artist to create stylized weapons for
an unreleased 3D turn-based game