MEET THE ARTIST
Tony Clark
Liquid Development’s senior 3D artist answers our questions and shares his pro thoughts on working in the games industry
Batman skin created during production of ArkhamOrigins
Tony has worked on gaming projects from the likes of MassEffect 2to Halo 4
From conception to world building, characters, prop production, animation and beyond, Liquid Development has worked behind the scenes on some of the world’s biggest video game franchises. An outsource studio focused on integrated art development, their team helped support iconic AAA titles such as
Fable II, Condemned 2, Mass Effect 2, Halo 4 and Batman: Arkham Origins.
We caught up with Tony Clark, senior 3D artist, to learn more about the projects, skill sets and work culture at Liquid Development. A modeller and texture artist, Tony bounces between hard-surface models, organic character models and environment art – with plenty of experience to share.
Tell us a bit about your career.
I moved to Portland in 2002 to attend school at The Art Institute of Portland, excited to learn about 3D modelling and animation. I graduated in 2005 and started working at Liquid Development, a small video game art outsourcing company that had recently moved from California. My first task was as an animator on Civilization IV, and then switched to modelling and texturing props for Mass Effect. At the time, normal maps and Unreal Engine 3 were still fairly new to the industry and I learned a lot in a short amount of time.