Gregory McDonald
Gregory McDonald
Lead Asset Artist @ Raven Software
Madison, WI, United States

Summary

It is hard to believe I started this creative journey 30 years ago. My experience is rooted in Industrial Design and CG, with 19 years dedicated to AAA game development. I am a seasoned art leader who currently guides high-performing asset teams for the Call of Duty franchise, contributing to both its iconic Warzone and major Campaign releases like Black Ops 6 & 7. My career has been defined by a clear progression into roles with increasing responsibility. This includes previously serving as a Studio Art Director for THQ Nordic, where I managed the art team for two concurrent titles: Monster Jam Steel Titans 2 and MX vs ATV Legends.

My leadership philosophy, shaped by my experience as a U.S. Air Force Veteran and my time leading diverse creative teams, is centered on one core principle: people. I believe my primary role is to empower artists by providing clear direction, fostering their skills, and building a supportive, collaborative environment where they can thrive. I take great pride in mentoring team members and creating pathways for their career growth, as I consider their success the truest measure of effective leadership.

I possess a deep, practical understanding of the entire AAA development ecosystem, from concept to final asset. This includes managing production pipelines, schedules, and outsourcing relationships to ensure efficiency and quality. My experience has provided a holistic view of how Art collaborates with other key departments, including Animation, VFX, Lighting, Technical Art, and Design. I excel at navigating these relationships and managing the critical dependencies between our teams.

My leadership is built upon a strong foundation of hands-on artistic expertise. My background in Industrial Design specifically informs my approach to complex workflows for hard surface and vehicle modeling. This practical knowledge provides the credibility and insight necessary to guide my teams through complex technical and artistic challenges using modern modeling and texturing workflows.

Skills

3D ModelingHard Surface ModelingVehicle Modeling3D AnimationUV MappingTexturingPBR TexturingDigital SculptingRetopologyLightingRenderingCreature ModelingCharacter ModelingCharacter DesignCharacter AnimationSketchingIndustrial DesignRiggingUI DesignUX DesignPhotogrammetryMotion Graphics

Software proficiency

Maya
Maya
3ds Max
3ds Max
Mudbox
Mudbox
Fusion 360
Fusion 360
SolidWorks
SolidWorks
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Unity
Unity
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Illustrator
Illustrator
After Effects
After Effects
Knald
Knald
Cinema 4D
Cinema 4D
3DCoat
3DCoat
Marvelous Designer
Marvelous Designer
Keyshot
Keyshot
InstaLOD
InstaLOD

Productions

    • Video Game
      Call of Duty Black Ops 7
    • Year
      2025
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision | Microsoft
    • Video Game
      Call of Duty Warzone : Black Ops 6
    • Year
      2024
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision | Microsoft
    • Video Game
      Call of Duty Black Ops 6
    • Year
      2024
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision | Microsoft
    • Video Game
      Call of Duty Warzone : Urzikstan
    • Year
      2023
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision | Microsoft
    • Video Game
      Call of Duty Modern Warfare III
    • Year
      2023
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision | Microsoft
    • Video Game
      Call Of Duty Warzone 2.0
    • Year
      2022
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision
    • Video Game
      Call of Duty Modern Warfare II
    • Year
      2022
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision
    • Video Game
      Call of Duty Warzone : Pacific
    • Year
      2021
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision
    • Video Game
      MX Vs ATV Legends
    • Year
      2022
    • Role
      Co-Art Director
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      Call of Duty : Vanguard
    • Year
      2021
    • Role
      Lead Asset Artist
    • Company
      Raven Software, Activision
    • Video Game
      Call of Duty Black Ops Cold War
    • Year
      2020
    • Role
      Senior Artist
    • Company
      Treyarch, Activision
    • Video Game
      Monster Jam Steel Titans 2
    • Year
      2021
    • Role
      Art Director
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      MX Vs ATV All Out 2020 Pro Nationals Edition
    • Year
      2020
    • Role
      Co Art Director
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      Monster Jam Steel Titans
    • Year
      2019
    • Role
      Lead Artist
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      MX Vs ATV All Out Anniversary Edition
    • Year
      2019
    • Role
      Senior Artist
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      MX vs. ATV All Out
    • Year
      2018
    • Role
      Contract Senior 3D Artist
    • Company
      Rainbow Studios, THQ Nordic
    • Video Game
      Baja Edge of Control HD
    • Year
      2017
    • Role
      UI Artist
    • Company
      2XL Games Inc., Nordic Games
    • Video Game
      MX vs. ATV Supercross Encore 2017 Official Track Edition
    • Year
      2017
    • Role
      Contract Senior 3D Artist
    • Company
      Rainbow Studios, Nordic Games
    • Video Game
      MX vs. ATV Supercoss Encore
    • Year
      2015
    • Role
      Contract Senior 3D Artist
    • Company
      Big Bang Entertainment, Nordic Games
    • Video Game
      MX vs. ATV Supercross
    • Year
      2014
    • Role
      Contract Senior 3D Artist
    • Company
      Big Bang Entertainment, Nordic Games
    • Mobile Game
      2XL Racing
    • Year
      2014
    • Role
      Senior 3D Artist, Lead UI Artist
    • Company
      2XL Games Inc.
    • Video Game
      Jeremy McGrath's Offroad
    • Year
      2012
    • Role
      Senior Vehicle & UI Designer
    • Company
      2XL Games Inc.
    • Mobile Game
      XLR8
    • Year
      2012
    • Role
      Senior UI Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      2XL MX Offroad
    • Year
      2012
    • Role
      Senior UI, Character & Vehicle Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      Hyundai Veloster HD
    • Year
      2011
    • Role
      Senior UI Designer
    • Company
      2XL Games Inc.
    • Mobile Game
      Ricky Carmichael's Motocross Matchup Pro
    • Year
      2011
    • Role
      Senior UI & Character Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      Tapper World Tour
    • Year
      2011
    • Role
      Freelance UI Artist
    • Company
      Square One Inc. & WB Games
    • Mobile Game
      2XL Trophylite Rally
    • Year
      2010
    • Role
      Vehicle Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      2XL SnoCross
    • Year
      2010
    • Role
      UI, Character & Vehicle Artist
    • Company
      2Xl Games Inc.
    • Mobile Game
      2XL Fleet Defense
    • Year
      2009
    • Role
      UI Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      2XL ATV Offroad
    • Year
      2009
    • Role
      UI, Character & Vehicle Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      2XL Supercross Lite
    • Year
      2009
    • Role
      UI, Character & Vehicle Artist
    • Company
      2XL Games Inc.
    • Mobile Game
      2XL Supercross
    • Year
      2009
    • Role
      UI, Character & Vehicle Artist
    • Company
      2XL Games Inc.
    • Video Game
      Baja: Edge of Control
    • Year
      2008
    • Role
      UI Artist
    • Company
      2XL Games Inc., THQ

Experience

  • Lead Asset Artist at Raven Software - Activision|Blizzard - Microsoft
    Middleton, WI
    July 2021 - Present

    • Leading an asset team developing the Call of Duty franchise for Warzone & Campaign

    • Organize meetings and production schedules while staying very adaptable to needs of the team and project changes

    • Identify production pipeline needs and solve for improved efficiency by identifying new tools, software and processes

    • Provide guidance, training and feedback to Junior & Senior Artists working on 3D in game assets.

    • Perform performance reviews, setting goals and career growth for artists.

    • Responsible for modeling player vehicles, equipment and environment props.

    • Construct high & low-resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.

    • Optimize and retopologize models for game performance

    • Quickly unwrap and layout UV’s for complex models and LOD’s

    • Bake textures and build materials for Physically Based Rendering (PBR) pipeline

    • Integrate game assets into the game engine

    • Assist in reviewing outsource artwork for accuracy and provide feedback and direction.

    • Share knowledge with my fellow artists whenever I can!

  • Senior Artist at Treyarch - Activision|Blizzard
    Santa Monica, CA, United States of America
    August 2020 - July 2021

    • Working as a Senior Artist developing the Call of Duty franchise with an amazing team for Treyarch Activision.

    • Responsible for modeling player vehicles, equipment and environment props.

    • Construct high & low-resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.

    • Optimize and retopologize models for game performance

    • Quickly unwrap and layout UV’s for complex models and LOD’s

    • Bake textures and build materials for Physically Based Rendering (PBR) pipeline

    • Integrate game assets into game engine

    • Share knowledge with my fellow artists whenever I can!

  • Art Director at Rainbow Studios - THQ Nordic
    Phoenix, AZ
    October 2019 - August 2020

    • Directing art studio team for all art disciplines on current & future console & PC titles by providing guidance, training and constructive feedback

    • Experienced in leading and developing high performance, cross discipline art departments

    • Organize meetings and production schedules while staying very adaptable to needs of the team and project changes

    • Identify production pipeline needs and solve for improved efficiency by identifying new tools, software and processes

    • Perform performance reviews, setting goals and career growth for artists.

    • Coordinate with other THQ Nordic studio leads for knowledge sharing and new industry production techniques

  • Lead & Senior Artist at Rainbow Studios - THQ Nordic
    Phoenix, AZ
    June 2018 - October 2019

    • Artist developing the MX vs ATV and Monster Jam game franchises for publisher THQ Nordic Games at Rainbow Studios located in Phoenix, AZ.

    • Lead Artist responsible for modeling real world manufacturer bikes, ATV’s, rider gear and equipment models.

    • Responsible for modeling real world manufacturer Monster Jam Trucks.

    • Construct high & low resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.

    • Optimize and retopologize models for game performance

    • Quickly unwrap and layout UV’s for complex models and LOD’s

    • Bake textures and build materials for Physically Based Rendering (PBR) pipeline

    • Integrate game assets into game engine

    • Assist in reviewing outsource artwork for accuracy and provide feedback and direction.

    • Provide guidance, training and feedback to Junior Artists working on 3D in game assets.

    • Render realistic models and animations for marketing purposes.

    • Share knowledge whenever I can!

  • Contract Senior 3D Artist at Rainbow Studios & THQ Nordic
    Phoenix, AZ
    February 2016 - June 2018

    • Collaborative partnership with 2XL Games for developing the MX vs ATV franchise

    • Responsible for modeling real world manufacturer bikes, ATV’s and rider gear game models

    • Construct high & low resolution hard surface 3D models to create highly detailed texture & normal maps

    • Optimize and retopologize models for game performance

    • Quickly unwrap and layout UV’s for complex models and LOD’s

    • Build PBR materials & shaders

    • Review outsource artwork for accuracy and provide feedback and direction

  • Contract Senior 3D Artist at BBE Entertainment & Nordic Games
    Phoenix, AZ, United States of America
    December 2014 - February 2016

    • Collaborative partnership with 2XL Games for developing the MX vs ATV franchise

    • Responsible for modeling real world manufacturer bikes, ATV’s and rider gear game models

    • Construct high & low resolution hard surface 3D models to create highly detailed texture & normal maps

    • Optimize and retopologize models for game performance

    • Quickly unwrap and layout UV’s for complex models and LOD’s

    • Build PBR materials & shaders

    • Integrate game assets utilizing custom tools for the Rainbow Studios Game Engine

    • Review outsource artwork for accuracy and provide feedback and direction

  • Senior 3D Artist at 2XL Games Inc
    Phoenix, United States of America
    February 2013 - June 2018

    My primary responsibilities were the following:

    • Construct high & low resolution hard surface 3D models

    • Construct high & low resolution character models

    • Optimize and retopologize models for game performance

    • Unwrap and layout UVs

    • Create highly detailed texture & normal maps

    • Build materials & shaders

    • Export and integrate assets into game

    • Animate characters for in game

    • Design User Interface Elements

  • Senior Motion Graphics Designer at Branded Cities
    Phoenix, United States of America
    August 2012 - February 2013

    My primary responsibilities were the following:

    • Created 3D digital FX video animations for the largest digital screen in the world at Harmon Corner in Las Vegas Nevada.

    • Constructed high & low resolution 3D models for animation

    • Created highly detailed textures & normal maps

    • Build real world quality materials & shaders

    • Animated and rendered for final video output

    • Composite final renders into HD video at 7630px X 1440px resolutions for Harmon Corner Digital Screen

  • 3D & UI Artist at 2XL Games Inc
    Pheonix, United States of America
    October 2007 - November 2011

    My primary responsibilities were the following:

    • Construct high & low resolution hard surface 3D models

    • Construct high & low resolution character models

    • Optimize and retopologize models for game performance

    • Unwrap and layout UVs

    • Create highly detailed texture & normal maps

    • Build materials & shaders

    • Export and integrate assets into game

    • Animate characters for in game

  • Lead 3D Artist & Animator at Theta Interactive
    Tempe, AZ, United States of America
    May 2006 - June 2007

    • Produce realistic 3D models of client products utilizing retopology techniques for animation and viewing on the web. Creatively collaborated with team members and clients on storyboards to produce 3D animation for product

    presentations. Produced low polygon models from high res product Solidworks & ProE CAD drawings using Maya and Nex Quadraw plugin.