Hugh McCullom / Résumé
Environment & Technical Artist

Hugh McCullom

Environment & Technical Artist with 15+ years spanning shipped AAA console titles and large-scale real-time production. Built environment art on retail titles including Tony Hawk: SHRED and DreamWorks Super Star Kartz before specializing in the UE5 worldbuilding pipelines, material systems, and lighting that let environment teams hit AAA visual bars at scale across platforms. Partners closely with environment art, design, and engineering to translate creative vision into performant, modular environments, with a strong emphasis on world composition, lighting consistency, optimization, and player-focused immersion.

Professional Experience

Magnopus

Los Angeles, CA · December 2021 – Present
Lead Technical ArtistFebruary 2025 – Present

Wizard of Oz at Sphere — Released

  • Built a UE5 Editor tool to break the munchkin crowd scenes' clay-dummy stand-ins into manageable 2–3 figure groups, since the crowds couldn't be AI-generated directly, capturing each group as a correctly sized, composite-ready plate to feed the AI generation process
  • Built a second UE5 Editor tool that automated plate naming per shot and frame and routed output to the correct network locations, keeping thousands of plates organized through the AI generative pipeline
  • Fine-tuned and maintained both tools throughout production, optimizing their output for consistency and speed as shot volume scaled

Fortnite: Daft Punk Experience — Released

  • Set up artist materials to be extensible and documented standards for the team, cutting reliance on one single maintainer
  • Built the Dream Chamber audio-mixing system on top of Fortnite's Jam system
  • Maintained scalability of lighting and look across multiple platforms through standardization
  • Led memory and performance optimization efforts across all Fortnite-supported platforms
  • Worked directly with Epic to maintain and fix issues before, during, and after launch of the experience
Senior Technical ArtistFebruary 2023 – February 2025

Karol G — Fortnite Concert — Released

  • Utilized and improved artist-friendly materials
  • Maintained scalability of lighting and look across multiple platforms
  • Led memory and performance optimization efforts across all Fortnite-supported platforms

Fortnite: Times Square Takeover — Delivered

  • Developed an FFmpeg-powered content pipeline in Python to process 38+ video sequences into Unreal
  • Optimized previsualization scenes for broadcast and live-event planning using large-world tool sets

Unannounced UEFN Project — Delivered, not released

  • Built artist-friendly materials with scalability in mind to ensure visual fidelity across multiple platforms
  • Developed lighting and look-dev across multiple platforms
  • Led memory and performance optimization efforts across all Fortnite-supported platforms
Technical ArtistDecember 2021 – February 2023

Fallout TV Show (Amazon Prime) — Virtual Production

  • Maintained and enhanced the virtual-production materials
  • Created an Unreal Engine plugin to streamline deployment of virtual-production materials
  • Developed a camera-projected UV tool for matte-painting projection on 3D objects
  • Created LUT-based color correction tools to resolve tone-mapping issues in Unreal Engine

Meta VR Project — Light-Baking Pipeline

  • Designed and implemented a light-baking pipeline using Maya, Arnold Render, OpenImageIO, and Python through Deadline distributed rendering
  • Automated asset preparation for baking, and Perforce integration

Abyss Studios

Founder / Technical Artist · Ladera Ranch, CA · January 2013 – 2021

Tiki Galore — co-op/PvP multiplayer action-adventure game. Utilized the Gameplay Ability System in C++ & Blueprints (inventory, AI, abilities, and combat mechanics); built custom tools and materials for environmental creation and optimization; originally shipped the multiplayer arena version of Tiki Galore on Steam (October 2015); selected by Epic Games for the 2014 EGX London showcase.

Disney Interactive

Environment Artist · North Hollywood, CA · May 2012 – October 2012

Unannounced MMO Title — Created environments for an unannounced MMO, collaborating across design, art, and engineering to maintain a cohesive artistic style at scale; partnered with engineers to build and simplify an asset pipeline, speeding iteration for the wider environment art team; built environments using Maya, ZBrush, Photoshop, xNormal, and proprietary tools.

High Impact Games

Environment Artist · Burbank, CA · February 2011 – August 2011

DreamWorks Super Star Kartz — Shipped. Created environments and race tracks (Shrek's Swamp, Dragon's Keep, Isle of Berk, Dragon's Lair, Far, Far Away) for a title shipped on Xbox 360, PlayStation 3, Wii, and Nintendo 3DS; established an asset pipeline to meet artistic standards and technical requirements across all four platforms; built environments and assets using Maya and Photoshop, implemented via proprietary engine tools.

Robomodo

Environment Artist · Chicago, IL · May 2010 – October 2010

Tony Hawk: SHRED — Shipped. Contributed environment and asset creation for a shipped, multi-platform retail title; promoted from the animation team into environment art; increased texel density and fidelity on existing level assets; built assets using Softimage XSI and Photoshop, implemented via proprietary engine tools.

Education

The Illinois Institute of Art

Chicago, IL

Bachelor of Fine Art in Game Art & Design, June 2010. Graduate Portfolio Show: Best in Show Award — Game Art & Design. Graduated with honors.

Roger Williams University

Bristol, RI

Bachelor of Architecture, August 2007. Minor: Visual Arts.

Skills

Software & Tools

Unreal Engine (5 & 4), UEFN, Maya, Houdini, ZBrush, Substance Designer & Painter, Photoshop, Perforce, Git, Autodesk 3DS Max, Blender, Quixel Suite, Visual Studio

Programming & Scripting

Python, C++, C#, HLSL, SQL, JavaScript, PyQt

Specialties

Pipeline & Tool Development (Python, C++, Perforce Automation); Unreal Engine / UEFN Workflow Optimization; Material & Shader Development (Performance-Focused); Lighting, Look Dev, and Rendering Efficiency; Technical Documentation & Cross-Team Collaboration