Mikael Nellfors
Mikael Nellfors
Technical Art Director, 343 Industries
Seattle, United States

About

15+ years games industry experience

Games/DLC:
Halo Infinite
Mirror's Edge Catalyst
Battlefield 4
Medal of Honor: Warfighter (Unintended Consequences)
Battlefield 3: Armored Kill
Battlefield 3: Close Quarters
Battlefield 3
Need for Speed: Hot Pursuit
Battlefield: Bad Company 2
Battlefield: Bad Company

Specialties:
Environment Art/Level Art
Technical Art
Multiplayer
Shaders
Terrain
SlipSpace Engine
Frostbite Engine
UI/UX design
Maya
Photoshop

Skills

3D ModelingEnvironment ModelingEnvironment DesignTexturingGame DevelopmentUser Interface DesignMotion GraphicsLevel DesignTechnical ArtShadersTeam ManagementWeb DesignUX Design

Software proficiency

Maya
Maya
Blender
Blender
Quixel Suite
Quixel Suite
World Machine
World Machine
Unreal Engine
Unreal Engine
Frostbite Engine
Frostbite Engine
Photoshop
Photoshop
Premiere
Premiere
After Effects
After Effects
InDesign
InDesign
Illustrator
Illustrator
Cinema 4D
Cinema 4D
Balsamiq Mockup
Balsamiq Mockup
Houdini
Houdini
Substance 3D Designer
Substance 3D Designer

Productions

  • Halo infinite keyart primary vertical 748a0db8be6c497d86f83ad76265060f 720x915
    • Video Game
      Halo Infinite
    • Year
      2021
    • Role
      Senior Environment Artist / Environment Workflow Lead
    • Company
      343 Industries
  • Mec
    • Video Game
      MIrror's Edge: Catalyst
    • Year
      2016
    • Role
      Lead Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Battlefield 4 cover
    • Video Game
      Battlefield 4
    • Year
      2013
    • Role
      Senior Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Medal of honor warfighter cover thumb
    • Video Game
      Medal of Honor: Warfighter
    • Year
      2012
    • Role
      Senior Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Armoredkill
    • Video Game
      Battlefield 3: Armored Kill
    • Year
      2012
    • Role
      Senior Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Closequarters
    • Video Game
      Battlefield 3: Close Quarters
    • Year
      2012
    • Role
      Senior Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Battlefield 3 game cover
    • Video Game
      Battlefield 3
    • Year
      2011
    • Role
      Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • 713ie hl2ml. aa1081
    • Video Game
      Need for Speed: Hot Pursuit
    • Year
      2010
    • Role
      Level Artist & Geology and Vegetation Coordinator
    • Company
      Digital Illusions (Electronic Arts)
  • Battlefield bad company 2 cover
    • Video Game
      Battlefield: Bad Company 2
    • Year
      2010
    • Role
      Level Artist
    • Company
      Digital Illusions (Electronic Arts)
  • Untitled 1
    • Video Game
      Battlefield: Bad Company
    • Year
      2008
    • Role
      Level Artist
    • Company
      Digital Illusions (Electronic Arts)

Experience

  • Technical Art Director at 343 Industries (Microsoft Game Studios)
    Seattle, United States of America
    January 2021 - Present

    Focusing on workflows and tools for the studio.

  • Senior Environment Artist at 343 Industries (Microsoft Game Studios)
    Seattle, United States of America
    January 2016 - January 2022

    Halo Infinite

    Slipspace Engine

    Multiple areas of ownership.

    Workflow/Tech lead for (primarily) the Environment Art team, but a lot of workflows/features cross into other disciplines.

    Designing and driving development of several key tool, systems and features to enable Halo Infinite, most notable:

    - Spec control system (Content scalability for multi-platform)

    - Terrain system (in editor WYSIWYG sculpting, materials, ground cover integration etc.)

    - HLODs

    - Mask Painting (per instance paintable variation)

    - Kits (Slipspace version of prefabs/blueprint)

    - Various debug tools (object validation, memory, diskspace and performance etc)

    - Release tracker (multibranch, content stripping and tracking)

    - Internal toolset UX overhaul to unify and simplify content creating/editing.

    - Node graph editor supporting several systems (terrain system, shaders, animation, lighting etc),

    - Unified wind system

    and much more

    Helping to optimizing performance/memory for all platforms, most notable:

    -optimizing and tuning all ground cover on all platforms for campaign to run withing their performance targets

    -analyzing performance captures to find opportunities for improvements

    and more

    Spec Control (Content scalability for multi-platform)

    I was part of designing and driving scalability features most scalable content systems.

    It included tuning majority of systems, analyzing performance impact, visual quality testing, education/documentation, sign offs etc

  • Lead Artist at Digital Illusions (Electronic Arts)
    Stockholm, Sweden
    October 2013 - December 2015

    Mirror's Edge: Catalyst

    Managed all environment artists on the project, as well as creating content, both 2d and 3d.

    Giving feedback, helping artist to grow, having an overview of the work being done and keeping track of dependencies. Planning the level work for milestones and finished product. Making sure we execute on the art direction on quality, on time. As well as checking that we stay within our memory and performance targets. Finding technical solutions for limitations as well as creating guidelines for content creation. Working close to both our technical art director and software engineers.

  • Senior Level Artist at Digital Illusions (Electronic Arts)
    Stockholm, Sweden
    October 2011 - December 2015

    Battlefield 4 (2013)

    Medal of Honor: Warfighter (Unintended Consequences) (2012)

    Battlefield 3: Armored Kill (2012)

    Battlefield 3: Close Quarters (2012)

    Creating realistic environments; layout, terrain, object placement, lighting, vegetation etc.

    Creating and texturing props. Advanced node based shader-networks.

    Workflow improvements, tutoring, feedback, R/D.

    Analyzing, tracking and managing performance and memory on all platforms.

  • Level Artist at Digital Illusions (Electronic Arts)
    Stockholm, Sweden
    January 2007 - October 2011

    Battlefield 3 (2011)

    Need for Speed: Hot Pursuit (2010)

    Battlefield: Bad Company 2 (2010)

    Battlefield: Bad Company (2008)

    Creating realistic environments; layout, terrain, object placement, lighting, vegetation etc.

    Creating and texturing props. Advanced node based shader-networks.

    Analyzing, tracking and managing performance and memory on all platforms.