edogcole@gmail.com

217 177 3770

Urbana, IL

discord: eric warman

How it started

One day, me and buddy fresh out of college, decided to drive through a ice storm in the middle of the night from Kentucky to North Carolina (Raleigh area) to register at a 3D animation school. We thought at the time we needed some experience with some of the higher end machines (SGI). We signed up, put our deposit down, used their job boards to find work, and we never did, officially, attend the school.

I was hired by a small group of engineers writing their own 3D engine (Nexus) called Headspin Technology Inc located in Chapel Hill, NC. From there I was given enough time to learn how to be more effective in 3D Studio Max and also learn the fundamentals of putting those works in a game engine. After struggling for about a year in translating my art instincts into wire frame meshes and being a fish out of water listening to engineer talk during lunches, things started to click.

Since then its been a 27 year grind till my first layoff in 2024 Sept, 6.

In all that time I have been consistently involved in building environments at various scales mostly through proprietary systems.

Who I am

I am an artist with 20+ years experience in game development with expertise and passion for environment art and world building. Over the years I've learned that making immersive worlds for players isn't just about the art, but a strong collaboration between art, design, and engineering. Having worked with proprietary game engines most of my career, I've been privileged to help the editing software take shape and inform how the disciplines collaborate. I strive to leverage the strengths of the technology and the efficiencies of the design to ultimately craft worlds and experiences, that let the art reach its full potential and truly elevate the game.

What I do

When building worlds I run everything through the mentality of modularity, repeatable patterns along strong compositions for them to exist in, but also feeding all other disciplines so we all can examine a game space from one point. I don’t let any one thing become, so valuable or precious, that it distracts from the larger world structure. Even though there are plenty of art issues teams have to wrestle with, you can‘t go blindly into the world without understanding how everything you do effects the gameplay and the player. Form and function to me are one thing you have to constantly measure against and keep mentally fresh.

What Motivates

Building experiences can be magical and a lot of fun when everyone can participate in a healthy team environment. I have a passion for helping my fellow artists learn the job of video game making and the values of teamwork. Sure we could talk shop, software, alpha cards, nanite and all the nuts and bolts as particulars but at the end of the day getting everyone to leverage there best selves, sacrifice for each other, and keep in mind there is a bigger picture to work towards seems to be the one entangle that gets overlooked and that I try to emphasis just as much as all the other expectations that come with making game art.