Liz Kirby
Liz Kirby
Expert Vegetation Artist at That's No Moon
Seattle Area, United States

Summary

I have fourteen years of professional experience in AAA game development modeling, texturing, integrating, animating, and rigging environment assets, as well as in world building/level assembly. I like to explore all kinds of styles and subjects and consider myself a 3D generalist, though presently I'm focused on game art vegetation.

Skills

Low-poly ModelingHigh-poly ModelingOrganic ModelingHard Surface ModelingTexturingPhotogrammetryWorld BuildingVegetationLevel AssemblyPre-Visualization

Software proficiency

SpeedTree
SpeedTree
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Maya
Maya
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Painter
Substance 3D Painter
Marvelous Designer
Marvelous Designer
Photoshop
Photoshop
RealityScan
RealityScan
RizomUV
RizomUV
Details Capture
Details Capture

Productions

    • Video Game
      Halo Infinite
    • Year
      2021
    • Role
      Senior Biome Artist
    • Company
      343 Industries
    • Video Game
      Halo 5: Guardians
    • Year
      2015
    • Role
      3D Environment Artist
    • Company
      343 Industries
    • Video Game
      Halo 4
    • Year
      2012
    • Role
      3D Environment Artist
    • Company
      343 Industries

Experience

  • Expert Vegetation Artist at That's No Moon
    Remote
    March 2026 - Present

  • Senior Vegetation Artist at That's No Moon
    Remote
    March 2023 - March 2026

    At That's No Moon, I create high-quality, photorealistic vegetation assets as a member of the photogrammetry team. Using both team-captured and self-captured data, I build vegetation assets with Details Capture, RealityScan, RawTherapee, RizomUV, Houdini, SpeedTree, ZBrush, Substance Designer, Substance Painter, and Photoshop. I’ve built a custom photometric stereo rig and have grown my own plants for capture.

    I work across level art, tech art, and design teams to help define biome recipes, improve foliage performance and tooling, and align foliage assets with gameplay intent. I also maintain internal foliage documentation and oversee foliage art initiatives.

  • Senior Biome Artist at 343 Industries
    Redmond, WA
    August 2021 - January 2023

    For Halo Infinite, I worked on biome palettes for a centralized content team, starting from pre-visualization to final, performant ship quality using photogrammetry, Zbrush, Substance Designer, SpeedTree, and Maya.

  • 3D Environment Artist at 343 Industries
    Kirkland, WA
    December 2011 - August 2021

    For Halo 5, I did world building/level assembly across Halo 5's campaign and multiplayer, starting from design gray box, as well as prop modeling, material/texture creation, and dynamic prop setup.

    For Halo 4, I rigged and animated simple environment art assets, as well as set up dynamic, destructible assets. I optimized, integrated, and polished outsource assets, did general technical modeling across environment art, and modeled hard surface props for campaign and multiplayer.

  • Production Artist Intern at Arkitek Studios
    Seattle, WA
    August 2011 - December 2011

    My responsibilities included storyboarding, modeling, texturing, and animating assets with Photoshop, ZBrush and 3Ds MAX for 3D cinematics.