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Michael Manfredi
Michael Manfredi
Senior Environment Artist at Blizzard Entertainment
Albany, United States

Summary

Hello! I'm Michael Manfredi, a Senior Environment Artist working at Blizzard Albany.

Skills

3D ModelingEnvironment ModelingWorld BuildingPBR Texturing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
SpeedTree
SpeedTree

Productions

    • Video Game
      Diablo 4: Lord of Hatred
    • Year
      2026
    • Role
      Senior Environment Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Diablo 4: Vessel of Hatred
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Diablo 4
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Diablo 2 resurrected
    • Year
      2021
    • Role
      World Artist
    • Company
      Vicarious Visions
    • Video Game
      Destiny 2: Penumbra
    • Year
      2019
    • Role
      World Artist
    • Company
      Vicarious Visions
    • Video Game
      Destiny 2: Black Armory
    • Year
      2018
    • Role
      Junior Artist
    • Company
      Vicarious Visions

Experience

  • Senior Dungeon Artist at Blizzard Entertainment
    Albany, US
    March 2024 - Present

  • World Artist at Vicarious Visions
    Albany, New York
    June 2018 - February 2024

    As a World Artist at Vicarious Visions, I was responsible for modeling, texturing and world building of various types of in game environments.

    Destiny 2: Black Armory

    For the Black Armory release, I worked on a lengthy section of the final location that connected the new combat space to the released sandbox area. I worked from massout to final polish on an area that covered both industrial and natural elements, and had to be seamlessly blended into the sandbox area to appear as if no changes had been made to the map. I also did optimization, polish and essential bug fixing on my location and several others, and did low-poly modeling on the central forge asset.

    Destiny 2: Penumbra

    For the Penumbra release, I worked on a number of different spaces and transitions in various states of completion. Working closely with designers I created greybox layouts of several combat spaces and zone transitions, later taking ownership of the spaces and developing them considerably in the architecting phase. I also assisted in architecting some traversal spaces. All zones assembled to a considerable degree before the project changed hands.

    Diablo 2 Resurrected

    On Diablo 2 Resurrected, I was responsible for a variety of world art tasks, but ultimately fell into a role that focused on in-editor world building. Running support for the various act owners, I operated with some degree of autonomy across a huge portion of the game, performing world building and owning a large variety of biomes. In addition to this primary role, I assisted with several foliage tasks, and took ownership over the assets in the game's interactable object system, a holdover from the original game's code that loops in anything that animates or is clickable that isn't a character, meaning doors, braziers, chests, shrines and more.