David Kertesz
David Kertesz
Principal Environment Artist at Noodle Cat Games
Chapel Hill, United States

Summary

Portfolio: https://davidkertesz.com/
Email: davidmkertesz@gmail.com

With 21 years in the games industry, I bring an end-to-end understanding of production, from starting in QA to leading environment art at the Principal level. Most recently, at Noodle Cat Games, where I worked on Cloudheim, I led the visual development of Unreal Engine environments, building scalable material systems, PCG-driven environment tools, and non-destructive workflows that support fast iteration without compromising quality.

I lead by working alongside the team, collaborating closely with art direction, tech art, design, and external partners to align vision, execution, and production needs. I focus on creating clear pipelines, practical documentation, and efficient workflows that help teams thrive in hybrid and distributed environments.

My leadership style emphasizes equity, mindfulness, mentorship, and product-focused decision-making, with a strong commitment to visual quality, performance, and long-term sustainability.

Core skills: Unreal Engine, Unity, Maya, Blender, ZBrush, Photoshop, Substance Painter & Designer; high/low poly workflows; lighting, rendering, art direction, asset management, and production planning.

Skills

3D ModelingHigh-poly ModelingHard Surface ModelingLow-poly ModelingStylized Asset CreationTexturingPBR TexturingTexture BakingLightingRenderingPhysically Based RenderingArt Direction

Software proficiency

Unreal Engine
Unreal Engine
Blender
Blender
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Maya
Maya
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Arnold
Arnold

Reel

Experience

  • Principal Environment Artist at Noodle Cat Games
    Chapel Hill, US
    June 2022 - Present

    - Served as Principal Environment Artist, leading the visual development of the game’s environments in Unreal Engine 5, defining artistic standards and the overall look and feel of the world.

    - Architected foundational environment, prop, and Landscape master materials, creating scalable, performance-conscious systems aligned with UE5 best practices.

    - Planned and directed all Whitebox architecture and level block-outs, ensuring early layout decisions supported long-term production, streaming, and design goals.

    - Partnered closely with the Art Director, Tech Art, Design, and external vendors, providing leadership and oversight on asset quality, visual cohesion, and execution across the project.

    - Designed and implemented UE5 PCG-based environment tools for procedural placement of vegetation and structural elements, leveraging spline spawners, static mesh spawners, and landscape-driven spawning.

    - Established non-destructive, system-driven workflows that enabled rapid iteration, design flexibility, and efficient collaboration across disciplines.

    - Led by example through mentorship, cross-discipline communication, and pipeline ownership, helping build sustainable environment workflows without compromising artistic intent or technical constraints.

  • Associate Environment Director at Industrial Toys (EA LA)
    Seattle, WA, US
    November 2020 - May 2022

    - Create 3D assets from concept to completion.

    - Model/texture game assets for mobile with strict poly and texture budget.

    - Manage quality control on vendor-created assets.

    - Work with management to plan and schedule our outsourcing needs to meet game requirements.

    - Mentor Junior members of our team and train them in our pipeline and style.

  • Associate Environment Director/Outsource Manager at Popcap/EA Games
    Seattle, WA, United States of America
    April 2016 - Present

    - Create 3D assets from concept to completion.

    - Model/texture game assets for mobile with strict poly and texture budget.

    - Manage 3 international outsource teams while keeping a high-quality bar with consistent results.

    - Work with management to plan and schedule our outsourcing needs to meet game requirements.

    - Mentor Junior members of our team and train them in our pipeline and style.

  • Senior 3D Artist at Zynga
    San Francisco, CA, United States of America
    August 2009 - April 2016

    - Create 3D assets from concept to completion on multiple live titles

    - Model/texture game assets and help set up the art pipeline between Maya and Unity on unreleased mobile games

    - Provide feedback and direction for 3D assets to two outsourcing groups

    - Train other team members in our pipeline

    - Test daily feature builds and bug fixes

    - Test various alpha build features prior to release

    - Brainstorm features and ideas for games