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Markel Carter

Senior 3D Artist | Hard-Surface & Shader Specialist

Charlotte, NC  

markelcarter3d@gmail.com  

About Me

Senior 3D Artist specializing in hard-surface modeling, large-scale hero assets, procedural materials, and animated shaders. Experienced in developing assets from concept or original design through final delivery, working closely with environment artists, designers, and VFX teams.

Professional Experience

Bungie

Senior Palette Artist | January 2022 – June 2026

Destiny 2: Lightfall, The Final Shape, Renegades | Marathon

  • Created hard-surface props, architectural assets, and large-scale hero pieces, taking ownership of assets from concept or original design through final art delivery.
  • Created major environmental focal pieces, including the Neomuna wind turbine in *Lightfall* and the Nightfall Station power core in Renegades.
  • Played a key role in shader development, creating custom animated materials and environmental effects across multiple releases.
  • Developed the prismatic materialization shader featured in *The Final Shape's* Traveler sequence, combining animated lighting and distortion effects to create a memorable environmental reveal.
  • Created animated shaders using Substance Designer, collaborating with VFX, design, and environment artists on implementation.

Rust LTD

Contract Environment Artist | April 2021 – August 2021

  • Created optimized, destructible 3D props and stylized tileable materials for an unannounced VR project.

The Game Band

Environment Artist | January 2019 – March 2020

Where Cards Fall

  • Modeled and textured stylized environment props and architectural assets optimized for Apple platforms.
  • Created environmental VFX and sprite animations in Unity.

Santa Monica Studio

Quality Assurance | June 2017 – May 2018

God of War

Infinity Ward

Quality Assurance | August 2016 – March 2017

Call of Duty: Infinite Warfare

Technical Skills

  • 3D Art: Maya, 3ds Max, Blender, ZBrush
  • Materials & Texturing: Substance Designer, Substance Painter, Photoshop
  • Game Engines: Unreal Engine, Unity
  • Specialties: Hard-Surface Modeling, Hero Assets, Prop Art, Shader Development, Animated Materials, Procedural Texturing

Independent Creative Work | Battle League

Creator & Producer

Created and produced an original competitive game show, combining 3D design, custom-built challenges, interactive technology, and live event production. Designed and fabricated original gameplay props and developed interactive production tools to bring competition concepts to life.

Education | Champlain College 

Bachelor of Science in Game Art and Animation | 2014