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WARNER BROS

SENIOR 3D GENERALIST 

 

  • Served as the lead vehicle artist for a kart racing title in development using Unreal Engine, responsible for designing and building multiple original vehicles entirely from scratch—without templates.

  • Created high-quality, real-time vehicles using Maya, ZBrush, Substance Painter, and Unreal, delivering all assets on time under tight production deadlines.

  • Built custom car paint shaders, holographic pickup shaders, and other material effects within Unreal Engine to support gameplay features and enhance visual identity.

  • Developed the initial environments and track layouts during the early phase of the project, setting the visual and structural foundation for level design.

  • Collaborated closely with engineers and designers to ensure seamless integration and performance optimization across all assets.

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I created 3D and 2D content for Zyngas AAA mobile hit match three Harry Potter game. I did everything from making 3D and 2D characters, to game board pieces, and overall cut scene art for most of the game. It was an interesting time as I was able to work remotely from various places in Western and Eastern Europe while working on this game. 

On Wonkas World Of Candy match three game I was responsible for creating most of the focal Candy Machine environmental gameplay elements. I also was responsible for creating most of the props and overall environment. I used Maya to build the environment and integrated the models into the Unity game engine.

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For the Wizard Of Oz Magic Match I was responsible for creating the backgrounds and icons for the levels. I also was tasked with creating the 2.5D characters for the game and integrating them into Unity.

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During my 5 1/2 years at Zynga I was the sole in house 3D modeler for that time. For Farmville Harvest Swap which was a AAA mobile game title and number one on the mobile charts at that time. I created environments for all the levels, all the characters, vehicles, and multiple game board pieces for this game. For the real time scene below, I modeled and textured a special Elvira Farmville holiday character for a holiday scene in the match three mobile game Farmville: Harvest Swap.  

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For the scene below, I modeled and textured the Farmville entire environment and built all the characters besides the pig. 

For the scene below, I modeled and textured the entire environment and built all the characters besides the goat and chick. 

For the scene below, I modeled and textured the entire environment and built all the characters besides the chick and the goat. 

For the scene below, I modeled and textured the entire environment. Created all the characters except for the goat, pig, and chick. 

For the scene below, I modeled and textured the entire environment.

For the scene below, I modeled and textured the entire environment. I also modeled and textured the Farmville men in black character in this scene. 

For the scene below, I modeled and textured the planes, pilots, and ufo. 

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Transformers: Dark of the Moon – Game Art
On Transformers: Dark of the Moon, I served as the primary weapons artist, responsible for designing and building a variety of in-game weapons consistent with the visual style of the franchise. I also created the environment for the final section of the game, collaborating closely with level designers to deliver a polished, cinematic experience. All assets were developed and integrated using Unreal Engine, with a focus on performance, optimization, and real-time visual fidelity. This project allowed me to contribute across multiple disciplines while working within a fast-paced AAA production pipeline.

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© 2021-2025 James Simmons. All rights reserved.

Unauthorized reproduction, including use by automated systems or AI training tools, is strictly prohibited.

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