Christopher Pollok
Christopher Pollok
Lead Environment Artist at Ironroot Games
Baltimore MD, United States

Summary

Environment artist with over 15 years experience creating and leading art production for AAA games. I specialize in shaping look development targets, developing art pipelines, and collaborating across disciplines to solve complex challenges and bring expansive, immersive environments to life.

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Software proficiency

3ds Max
3ds Max
Blender
Blender
Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
RizomUV
RizomUV

Productions

    • Video Game
      Elder Scrolls Online: Elsweyr
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Zenimax Online Studios
    • Video Game
      Elder Scrolls Online: Summerset
    • Year
      2018
    • Role
      Senior Environment Artist
    • Company
      Zenimax Online Studios
    • Video Game
      Elder Scrolls Online: Morrowind
    • Year
      2017
    • Role
      Senior Environment Artist
    • Company
      Zenimax Online Studios
    • Video Game
      Elder Scrolls Online
    • Year
      2014
    • Role
      Senior Environment Artist
    • Company
      Zenimax Online Studios

Experience

  • Lead Environment Artist at Ironroot Games
    US
    October 2025 - Present

    Leading environment art development for an unannounced original IP in early preproduction within Unreal Engine.

    ● Designing and building an environment art pipeline to support expansive world creation with a small team, with

    an architecture that can grow as the project scales.

    ● Driving look development and art direction through asset creation spanning modeling, texturing, material

    system development, and procedural tooling.

  • Lead Environment/Procedural Tools Artist at Zenimax Online Studios
    US
    March 2024 - October 2025

    Led a team of 8 environment artists and 4 procedural tools artists for an unannounced MMORPG project.

    ● Defined the visual direction for environment assets and props, providing feedback and guidance on internal

    and outsourced work.

    ● Created example assets to establish style targets and validate workflow approaches.

    ● Oversaw cross-discipline collaboration with design and tech teams, ensuring level artists had the assets

    needed to support active level production while keeping pipeline tool development aligned with production

    requirements and artist needs.

    ● Directed development of procedural tools that gave artists direct control over asset variation, damage, and

    assembly, reducing manual work without removing artistic intent.

    ● Mentored environment artists by identifying individual strengths and targeting their development accordingly,

    improving overall team output and consistency.

  • Principal Environment Artist at Zenimax Online Studios
    March 2020 - March 2024

    Led environment art asset production and pipeline development in preproduction.

    ● Defined visual standards and environment art direction for the project in collaboration with art leadership,

    establishing the foundational style target.

    ● Worked with design and tech teams to build art pipelines and resolve technical challenges within scope and

    performance budgets.

    ● Co-designed the project's layered material system with the tech team, enabling significant visual variety and

    in-engine adjustability from an efficient base library. Built the working Unreal prototype artists used until the

    proprietary engine was production-ready.

    ● Prototyped and validated environment features in Unreal Engine ahead of the proprietary engine transition.

    ● Created Houdini tools to accelerate environment asset creation, with additional procedural support for the

    biome team's landscape and natural assets.

  • Senior Environment Artist at Zenimax Online Studios
    March 2010 - March 2020

    Drove the visual development for new style sets across ESO and its expansions, creating modular kits and materials for

    the broader team.

    ● Collaborated with art leads and designers to define the style and approach for new architecture sets, creating

    look development targets to guide the team's work and maintain visual consistency.

    ● Produced core modular assets and texture sets other artists used to build large environments efficiently.

    ● Replaced the existing content creation pipeline with a PBR workflow, modernizing the team's asset production

    standards.

  • Environment Artist at Spark Plug Games
    January 2010 - April 2010

    Modeled, textured, and rendered backgrounds for multiple point and click adventure games

  • Lighting Artist at Freerange 3D
    September 2009 - October 2009

    Responsible for animation, lighting, and rendering compositing passes for the film Kill Speed

  • Production Internship at Angst VFX
    December 2008 - March 2009

    Modeled and animated environments for several music videos and film projects