Sharlene Lin has always loved making art since a young age and her interests have evolved into pursuing digital art specifically games and movies industry. She studied and graduated from the Computer Arts degree at “School of Visual Arts” in NYC where she received a graduate diploma for “Computer Art” in the year of 2009. Sharlene’s career in digital visual arts began in the film and commercial industry where she worked for many studios like Hydrulux and The Mill in LA. Her contributions were on many different projects, but the ones she is most proud of are "Avengers", “Jack Reacher”, “Looper”, “Snow White Huntsman” first and second, and “The Twilight Saga: Breaking Dawn”. She also is proud of her commercial work like “Apex Legends”, “Hay Day”, “Game of war”, “Halo”, VR short “ATAP Hope”, “Honda New Rules”, “Kia/ Hero’s Journey” and many more. Sharlene is now working in the game industry and has contributed on two AAA projects “Halo Infinite” as a Environment Hard Surface Artist, and “The Last of Us : Part 1 / 2022” as a Environment Artist.
Sharlene specializes in environment modeling and has worked with many different tools from internal to external tools like Maya, Zbrush, Substance Painter, Substance 3D, Photoshop. Besides those tools she has experience with many types of production tools such as miro, slack, p4, and others.
Sharlene has always had a deep passion for making art that tells stories and that are technically well constructed. She believes in building a strong composition, taking into account fundamentals like shape, color, and value; all while collaborating with my teammates in our effort to elevate the spaces we're making together.
Sharlene has a collective experience of 15 years in the arts industry. She has played many roles, her greatest desire is to be challenged, and work on great projects.
-Worked at Diablo IV expansion I (work as world builder)
-Worked on Odyssey Survival game (Look development, From block mesh to finish Environment art, pipeline development)
Completed Games
- The Last of Us : Part I
I am working with Forerunner team at 343i industries to help design, hard surface model, and model pattern textures. Building props and architectures, integrating assets into our proprietary Slipspace engine, and mask painting blending of layers like dirt, rust, and moss. Worked closely with Sr. Environment Artist and art direction / concept Artist to push the more alien aspects of the architecture for the forerunner look. Also made sure assets were performant as well with proper collision LOD and shadow mesh. Making sure the level in game play smoothly, making Bugs and fixing Bugs as needed.
Shipped: Halo Infinite
Modeling high quality assets and Character models (Organic and Mechanical) Preparing high resolution Textures for feature films.
The Tomb
Jack Reacher
Breaking Dawn: Part 2
Looper
Snow White and the Huntsman I,II
The Avengers
Modeling Environment set and Character based on Concept or reference object. Texture painting for high end commercial projects. I also assisted in the development of Substance Painter/Designer pipeline.
Projects:
XBOX “Insects”
Tide-Super Bowl 2018
Want it All- Nike
Stubhub-Machines
Samsung-Rocket/Stadium
Kia / Hero’s Journey-Super Bowl 2017
Google ATAP-Help
The Huntsman: Winter’s War
Dell: Inflight / Double Major
Star Wars: BattleFront
Game of war
Hay Day
VolksWagen
Legion Promo : Swaddled
Intel: LeBron's Holiday Future
ORB: The Future of Sleep
Samsung: The Travel Guide
Samsung: Music Gives Hearts Beats
Lexus: Forged from Passion
Nike: Unlimited You
Macy's: The Wish Writer
Halo 5: Guardians Multiplayer Beta
Volkswagen - #Gooolf! FIFA World Cup 2014
Duralast: Stopping Power
Comcast : Bold Explorers Super Bowl 2014