Curriculum Vitae

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Lluis Andreu Pardo
Principal Environment Artist  ·  Tech Art & PCG  ·  AI Research  ·  Web3 & AR
[email protected]  ·  LinkedIn  ·  elracodenluismi.com  ·  +34 660 168 600  ·  Barcelona, Spain
Profile

Principal Environment Artist with 18+ years of experience across top-tier AAA studios — Crytek, Ubisoft, Asobo, and Jagex — and 3+ years at Parallel Studios leading environment art, technical art, and AI research at the frontier of real-time game development. At Parallel, I expanded well beyond traditional env art: building mobile-optimised shader pipelines, designing full-colony PCG systems in Unreal Engine 5, directing outsource teams across multiple projects, and researching generative AI workflows for game production. I have a strong track record of building and leading art teams from the ground up, owning pipelines end-to-end, and shipping high-quality work under real production constraints. I'm currently seeking roles at the intersection of game development, technical art, and AI — where craft, systems thinking, and curiosity about what comes next are equally valued.

Core Skills
Environment Art — World building, biome design, terrain, props, lighting
Unreal Engine 5 — PCG graphs, Blueprints, materials, Lumen, mobile profiling
Technical Art — UE5 PCG, custom shaders (vertex colour + packed masks), material pipelines
DCC Tools — Maya, ZBrush, Substance Painter/Designer, Blender, Houdini
Real-time Rendering — Lumen, Nanite, mobile optimisation, draw call reduction
Pipeline — Modular systems, LOD strategy, texture atlasing, 1-draw-call pipelines
AR Asset Pipeline — iOS/Android AR, alembic animation, baked reflection techniques
Web3 / NFT — On-chain asset pipelines, generative collection systems (11k+)
Generative AI — ComfyUI, Stable Diffusion, LoRA training, Atlas, AI pipelines
Leadership — Team building, outsource management, art direction, mentoring
Experience
Parallel Studios · Principal Environment Artist & Lead Outsource Artist
Jan 2022 – Present
Barcelona, Spain · Web3 / AI game studio
Colony (UE5 mobile): Sole environment artist and lighting lead. Designed full-colony PCG generation system, authored proprietary mobile shader pipeline (vertex colour + packed masks), achieved 1-asset-1-draw-call rendering across all environment props.
Sanctuary (UE5 PC): Environment art for all secondary areas (caves, canyons, ruins), full-map lighting, PCG vegetation and biome systems. Ported and expanded Colony material pipeline to PC quality.
Parallel TCG AR Cards: Owned full AR asset pipeline for iOS/Android. Solved native AR constraints via alembic animations, vertex alpha transparency, and baked albedo reflections.
Parallel Avatars NFT: Owned complete 3D asset library for Houdini-automated 11,001-item generative avatar collection. Full outsource pipeline management and cloud render optimisation.
AI Research: Built ComfyUI generative workflows, LoRA training for concept art, AI influencer pipelines. Integrated Atlas text-to-3D into Colony game loop as a live player-facing feature.
Outsource Lead: Established and led outsource art function — briefs, pipelines, quality bars, reviews across all active projects.
Ubisoft Barcelona · Lead 3D Artist
Sep 2016 – Dec 2021
Barcelona, Spain · AAA console/PC
Joined as first senior environment hire to establish AAA-level art practice at a studio previously focused on mobile and casual games.
Built studio art team from 3 people to multiple specialised units — Gadgets & Weapons and full Monetisation team for Rainbow Six Siege live service.
Led two full production mandates on AC Valhalla: secondary boss fight environments and the Hack Zones feature.
AC3 Remastered: large-scale world building, PBR material conversion pipeline, lighting and technical art across the full remaster.
Crytek · Senior Environment Artist
Mar 2013 – Sep 2016
Frankfurt, Germany · CryEngine / AAA
Shipped Ryse: Son of Rome (Xbox One + DLC), Homefront: The Revolution, Robinson: The Journey teaser (VR). Deep expertise in CryEngine, photogrammetry, and PBR pipelines.
Asobo Studio · Environment Artist
Aug 2011 – Feb 2013
Bordeaux, France
Shipped Kinect Rush (Xbox 360): full level art from blockout through final lighting and performance optimisation.
Jagex · 3D Artist
Jun 2007 – Sep 2008
Cambridge, UK
RuneScape graphics overhaul — one of three permanent artists selected to work directly with engineering. Awarded Jagex Spotlight Award.
Education
Master in Professional Modelling & Texturing for Videogames — Animum, Málaga
2005–2006
3D Animation Degree — IDEP, Barcelona
2003–2005
Languages
Spanish — Native
English — Full professional proficiency
Catalan — Native
French — Elementary
References available on request  ·  Open to remote and hybrid (Barcelona area)  ·  1 month notice
Available for periodic on-site visits for remote-first roles requiring occasional in-person presence