Charlie Baker
Multidisciplinary Game Artist with nearly 18 years of professional experience in the Seattle game industry. I’ve shipped a wide variety of projects across platforms from VR and console to mobile and am constantly evolving my skills, pipelines, and tools to create high-quality art efficiently. My portfolio is always growing as I continue to sharpen my craft and explore new challenges.
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Work Experience:
Multidisciplinary Artist — Rec Room Inc.
Jan 2021 - Oct 2025
Titles: RecRoom, Multiple RecRoom Original RR experiences.
-Contributed to UGC systems, level creation, and asset implementation, authoring a wide range of in-game content.
-Shipped numerous character and character-related assets, ensuring cohesive visual quality and performance across platforms.
-Owned the lighting pass for multiple projects, optimizing consistency and visual fidelity.
-Co-led the integration of Substance Painter into the art pipeline — a major workflow improvement adopted studio-wide.
-Assisted in visual development and pipeline definition for the full-body avatar update.
-Supported the art team by developing new tools and workflows to improve efficiency and collaboration.
-Gained deep expertise in Unity, and transitioned to Blender as a primary 3D package.
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Lead Artist — Funbits Interactive
Feb 2019 – Feb 2020
Titles: First Contact (Oculus Quest), Squids From Space
-Shipped First Contact as a launch experience for the Oculus Quest.
-Led art direction and asset creation for Squids From Space.
-Project paused due to COVID-19, pending future development.
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Senior / Lead Artist — Holospark VR Team
Feb 2016 – Jan 2019
Titles: The Haunted Graveyard, Seance, The Impossible Travel Agency
-Created character-driven VR experiences, collaborating closely with design and narrative teams.
-Delivered high-quality environments, lighting, and visual storytelling for immersive experiences.
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Senior Artist — Funbits Interactive
Jul 2015 – Feb 2016
Title: HALP! (Oculus Touch Demo), Canceled Morpheus & Vive Demos
-Led visual development for multiple early VR prototypes.
-Defined art pipelines, built environments, characters, and props, and optimized for performance.
-Contributed to early VR gameplay exploration using dev kits.
-Tools: Maya, ZBrush, KeyShot, Photoshop, Unreal Engine, xNormal
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Senior Artist (Contract) — Microsoft / Randstad
Mar 2015 – Jul 2015
Title: Halo HoloLens Experience
-Created mixed reality content for an interactive holographic set piece of the Infinity spaceship.
-Tools: Unity 5, Photoshop, ZBrush, Marmoset, Maya, Houdini
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Environment Artist — Funbits Interactive
Dec 2013 – Mar 2015
Title: Fat Princess Adventures
Created environments from concept to completion, including gameplay layout and visual design.
Tools: Maya, ZBrush, 3D-Coat, C4 Engine, Photoshop
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Senior Environment Artist → Lead Character Artist — Microsoft / Volt
Aug 2011 – Dec 2013
Title: Project Spark
Helped define the game’s visual style and art direction.
Authored documentation, developed digital art techniques, and supported pipeline development.
Tools: Maya, ZBrush, Photoshop, 3D-Coat, Topogun
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Environment Artist — Airtight Games
Nov 2010 – Apr 2011
Title: Unreleased AAA Game
Modeled and textured environment assets for an unannounced title.
Tools: Maya, Photoshop, Unreal 3
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Character & Environment Artist — Luximation Films
Apr 2010 – Sep 2010
Title: The Clockwork Girl (Animated Feature)
Modeled and textured characters and environments for a feature-length animated film.
Tools: Maya, ZBrush, Mudbox, Topogun, Photoshop
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Character Artist — Flying Lab Software
Aug 2009 – Apr 2010
Title: Bakugan
Modeled and textured creatures and characters from concept art.
Tools: Maya, ZBrush, Photoshop
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Environment Artist — Frog Children Studios
Jul 2009 – Aug 2009
Title: The Clockwork Girl
Modeled and textured environment assets for a 3D animated film.
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Character & Vehicle Artist — Toltec Studios
Feb 2009 – Aug 2009
Title: The Ball
Designed concept art and modeled hero props and vehicles, including the game’s finale vehicle.
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Environment & Character Artist — NPC Unlimited
Feb 2006 – Aug 2008
Titles: Germ Patrol and a few others
Concepted and created content for a variety of casual games, handling modeling, texturing, and integration.
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Tools & Skills
Engines: Unity, Unreal Engine
3D: Blender, Maya, ZBrush, 3D-Coat, Mudbox
Texturing: Substance Painter, Photoshop, xNormal, KeyShot
Pipelines: Tool development, pipeline design, optimization for VR and multi-platform
Specialties: Environment art, character art, lighting, visual development, real-time optimization