Download resume in PDFdownload in pdf


Titles I've contributed to:


Personal information:

Name:         Michel Kooper
Location:     Frankfurt, Germany
Nationality:  Dutch


I've been working in the games industry as an artist for the past 7 years and have experience ranging from working with small teams up to full AAA teams. In this time I worked on mobile/web-based games, handheld platforms and multi-platform/pc titles.

I'm a passionate and driven person who enjoys working with other like-minded people and I am definitely a team player. I constantly try to push myself to learn new things and grow as an artist. My goal is to work together with a team to create exciting, great looking games and game worlds.

I also have experience in education, being involved with updating the game art curriculum for the HAN University of Applied Sciences as well as mentoring, teaching and providing workshops.


Modeling:         lowpoly, highpoly, sculpting
Texturing:        Texturing both for last-gen and next-gen including the new BPR standard. Unreal Engine shader construction
Other:              whiteboxing, set dressing, world building, level art, environment art, asset creation, composition, optimization, modularity

Software:         3ds Max, Photoshop, Zbrush, Xnormal, Crazybump, CryEngine, UDK/Unreal Engine 3, Substance, Quixel, Maya, Mudbox, World Machine

Work Experience:
  • December 2011 - Present
    Senior Environment Artist at Crytek Frankfurt
    responsibilities include:
     - taking areas in multiple levels from whitebox to final quality
  •  - composing and dressing environment scenes
     - modeling and texturing high quality 3D assets
     - optimizing for performance
     - involved with researching and evaluating art pipeline improvements
     - being involved with pre-production and concept discovery
     - mentoring and training interns/junior team members

  • April 2011 - November 2011
    Environment Artist at Interceptor Entertainment
    Worked remotely with an international team on Duke Nukem: Reloaded, a revision of the original Duke Nukem 3D with support and license from Gearbox Software. Responsible for environment assets and 3D props.

  • February 2009 - November 2011
    Teacher at HAN University of Applied Sciences
    Worked part-time as a teacher, lecturing Unreal Engine 3 and modeling/texturing using 3ds Max and Photoshop. During game projects I functioned as an advisor for the art teams.

  • February - September 2009
    3d Artist at Engine Software
    Started as an intern 3d artist in February and continued as 3d artist during the summer. Worked on 3d environments for 3 Nintendo DS titles.
    responsibilities includes:

     - modeling and texturing entire levels from blockout to finished state
  •  - animating simple environment pieces
     - using vertex color to paint in lighting information, shading and color variation
     - optimizing performance, testing and bug fixing using bugzilla

  • 2006 - 2010 (graduated 25th of june 2010)
    Bachelor of Communication & Multimedia Design
    Communication & Multimedia Design, HAN University of Applied Sciences, Netherlands

  • September - Oktober 2009
    Workshops at Streamline Studios
    Followed workshops covering the following subjects: modeling pipeline, texturing pipeline, digital sculpting and asset completion.

  • 2004 - 2006
    Bachelor of Mediatechnology
    Mediatechnology, Hogeschool Utrecht, Netherlands
    Transferred in 2006 to Hogeschool Arnhem Nijmegen

  • Eat3D Challenge #3 - NextGen Small Scene
    1st place, January 11, 2011

  • Eat3D Challenge #1 - Old & Damaged
    1st place, November 1, 2010