Mark von Borstel
Mark von Borstel
Principle Hardsurface Artist
Frisco, United States

Summary

I am a professional Hardsurface Artist and I have worked in the game industry since 2011. My work ranges anywhere from small mobile games to high end AAA games. Thanks to my experience of working on games like the Borderlands series, Halo series, Batman Arkham series, and more, I have become very proficient with 3D design/blockout, highpoly creation, lowpoly modeling, kitbashing, material/texture creation, engine integration, and more!

I have also led and managed teams doing these same types of work. From managing a strike team to optimize games like Rime to being the Art Lead for Borderlands 4 vehicle work. I have experience with managing people, schedules, and working closely with other teams/disciplines in order to make some fantastic experiences!

Feel free to reach out to me, I would love to hear from you!

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Skills

Digital Painting3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingTexturingPBR Texturing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
xNormal
xNormal
Handplane
Handplane

Productions

    • Video Game
      Borderlands 4
    • Year
      2025
    • Role
      Principle Weapons Artist / Lead Vehicle Artist
    • Company
      Gearbox Software
    • Video Game
      Tiny Tina's Wonderlands
    • Year
      2022
    • Role
      Senior Content Artist (environment)
    • Company
      Gearbox Software
    • Video Game
      Halo Infinite
    • Year
      2021
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Metroid Prime Remastered
    • Year
      2023
    • Role
      3D Artist
    • Company
      Liquid Development
    • Video Game
      Borderlands 3
    • Year
      2019
    • Role
      3D artist
    • Company
      Liquid Development
    • Video Game
      Firewall: Zero Hour
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Armored Warfare
    • Year
      2015
    • Role
      Hardsurface Artist
    • Company
      Liquid Development
    • Video Game
      Rime
    • Year
      2017
    • Role
      Lead 3D artist
    • Company
      Liquid Development
    • Video Game
      Halo 5: Guardians
    • Year
      2015
    • Role
      Hardsurface Artist
    • Company
      Liquid Development
    • Video Game
      Forza Horizon 2
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Batman: Arkham Origins
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Liquid Development
    • Video Game
      Mass Effect 3
    • Year
      2012
    • Role
      3D artist
    • Company
      Liquid Development
    • Video Game
      Halo 4
    • Year
      2012
    • Role
      Hardsurface Artist
    • Company
      Liquid Development
    • Video Game
      Sorcery
    • Year
      2012
    • Role
      FX Artist
    • Company
      Supergenius Studios
    • Video Game
      Marvel Super Hero Squad: Comic Combat
    • Year
      2011
    • Role
      FX Artist
    • Company
      Supergenius Studios

Experience

  • Principal Content Artist at Gearbox Software
    Frisco, TX, US
    January 2020 - Present

    I worked with design, modeled, textured, and created materials for the weapons in our Weapon Gestalt System. I also worked closely with Concept, Code, Animation, FX, and Design teams in order to deliver the highest quality weapons that were possible for our customers.

    I also acted as the Lead 3D Artist for all vehicle art production in the game. Similar to the Weapon pipeline, I worked with Concept, Code, Animation, FX, and Design teams in order to deliver the best look and experience possible.

  • Senior 3D Artist at Liquid Development
    Portland, OR, US
    January 2012 - December 2019

    Responsible for working with a team of artists in order to create high quality highpoly, lowpoly, and textures. These assets needed match project styles and match asset specifications, all while meeting the strict deadlines of the project. I also assisted, critiqued, and managed other artists in order for their artwork to reach the same high standards that had been set for the project.

  • 3D artist at Supergenius Studios
    Oregon City, OR, US
    January 2011 - December 2011

    I was responsible for a variety of different kind of artwork for different projects. I worked on both 3D artwork and particle effect for games like Marvel Superhero Squad: Comic Combat and Sorcery.