Will Granda
Will Granda
Surfacing/Look Dev Artist @ Full Circle Studio
Chicago, United States

Summary

Passionate about working on unique and diverse worlds as a holistic game developer, with an emphasis on storytelling. Currently focused on material authoring, look dev, and vegetation, but I have worked as a 3D art generalist on many projects, ranging from art direction to asset creation, lighting, world building, developing content workflows, set-dressing, VFX texture design, and beyond. Prior to Full Circle Studio, I've created official DLC for Valve on Counter-Strike: Global Offensive and helped develop an exploration into e-sports training for Logitech G. I also enjoy writing and developing narratives for interactive experiences, with a focus on making gameplay help tell the larger story and psychological state of the protagonists.

Skills

Traditional ArtLook DevelopmentDigital SculptingEnvironment ModelingLow-poly ModelingProp ModelingUV MappingProp DesignHigh-poly ModelingLevel ArtLevel DesignTexture BakingEnvironment DesignMaterial Authoring

Software proficiency

Blender
Blender
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Frostbite Engine
Frostbite Engine
Source 2
Source 2
Photoshop
Photoshop
Illustrator
Illustrator
SpeedTree
SpeedTree
Marmoset Toolbag
Marmoset Toolbag
Terragen
Terragen
Terragen Sky
Terragen Sky

Productions

    • Video Game
      skate.
    • Year
      2025
    • Role
      Surfacing/Look Dev Artist
    • Company
      Full Circle Studio (Full-Time)
    • Video Game
      Cascade [CSGO DLC Map]
    • Year
      2022
    • Role
      Freelance Art Direction, Environment/Material Artist
    • Company
      Valve Corporation
    • Video Game
      Hive [CSGO DLC Map]
    • Year
      2021
    • Role
      Freelance Environment/Material Artist
    • Company
      Valve Corporation
    • Video Game
      Paradise [CSGO Map]
    • Year
      2020
    • Role
      Art Direction, Level Designer, Environment Artist
    • Company
      Personal Project

Experience

  • Surfacing Artist II at Full Circle Studio
    Remote from Chicago, US
    June 2024 - Present

    Driving key parts of the material direction and technical workflows for the skate. open world, including but not limited to extensive look dev, vegetation R&D, and the authoring of stylized materials for both Worlds and Characters. I act as a liaison between art and tech disciplines, working closely with the Worlds department to ensure visual consistency and performance scalability across organic, architectural, and hard-surface pipelines. My role focuses on creating and iterating on visual benchmarks, developing content workflows, authoring documentation, and mentoring the wider team to streamline production and elevate the game's overall aesthetic identity.

    Game Projects:

    skate. (2025 - Early access)

  • Surfacing Artist I at Full Circle Studio
    Remote from Chicago, US
    July 2022 - May 2024

    Responsible for look dev, vegetation R&D and materials, authoring stylized Worlds and Characters materials, developing content workflows and documentation, and servicing the Worlds department's technical needs.

    Game Projects:

    skate. (Pre-production)

  • Freelance 3D Environment Artist at Valve Corporation
    Remote
    March 2021 - July 2022

    I worked on the levels "Cascade" and "Hive" which were shipped in "Counter-Strike: Global Offensive" as free live service content for all players. I was responsible for art direction and creation of all in-game visual art for every discipline on "Cascade.” Created a custom material and prop library for “Hive” with Michael Jako. Both levels were highly self-directed and made in small teams, relying on our own judgement and expertise.

    "Cascade" was included as a featured level in the CSGO 10 Year Anniversary Update. "Hive" was included in a regular live service content update.

  • Contract 3D Artist at Logitech G
    Remote
    August 2021 - April 2022

    I worked for Logitech G to develop an exploration into e-sports training named Playmaster. On this project I worked on look development, material authoring, prop/hero asset creation, level art, animation, and lighting.