The Forever Winter

| Tech and Environment Art | 

  • Environment and level art work for several POI’s across multiple maps
  • Tech art, locomotion, weapons, and UI
  • Worked on templatized animation system to work with several main character locomotion and weapons
  • Implemented targeting marker system
  • Made grenade systems with variations for chaff, cluster grenade, Flare…etc

Battlefield 4 (Multiplayer)

| Environment Artist |

  • Level owner on several Battlefield 4 multiplayer maps from concept to shipping.
  • Directed mood boards, asset pipelines, and outsourcing for the maps I owned.
  • Implemented tech with FX artist for “Levelution” for secondary lanes in the playfield
  • Worked on maps for map packs: “Second Assault” – “Dragons Teeth” – ” Final Stand”

Crackdown 3 (Multiplayer)

| Senior Lead Environment Artist |

  • Built next-gen visual prototypes in unreal to explore art style for the IP.
  • Established early environment pipelines
  • Work on background Vista geo and layout
  • Tech Art prototype holographic shader for fast performance

Lost Planet 3

| Associate Lead Environment Artist |

  • Helped lead environment art standards and practices.
  • Environment art level owner of several biomes
  • Technical Art including global weather controls and gameplay cinematic lighting systems.
  • Delivered and shipped performant and bug tested levels across multiple platforms.

Cloud Castles

| Senior Technical Artist |

  • Set up cinematic pipelines implementing Characters, FX, And animations from the team
  • Early gameplay prototypes to validate cross discipline performance and memory budgets
  • Created gameplay prototypes to validate system design and scalability.

Raiders (Unreleased)

| Associate Lead Environment Artist |

  • Prototype cinematics for new IP development
  • Environment art level and shot owner for segment (0:52 – 1:25) and (3:05 – 3:45)
  • Modeled, rigged and animated main submarine vessel

Battle Busters

| Personal Prototype |

  • Rogue Lite arcade shooter.
  • Set up gameplay, cinematics, and front end
  • Multiple selectable playable characters
  • Procedural systems for spawning AI, Shops, and Bosses using RNG
  • Shops, Powerups, Pickups, Battle Suits, and Weapons

My top 5 favorite games:

Zelda : Breath of the Wild – for Switch

Castlevania : Symphony of the Night – for PS1

Blaster Master – for NES

Zelda : Minish Cap – for GBA

Bionic Commando – for NES

Daily Drivers:

Overwatch (Rank : Gold – Tank Main)

Rocket League (Rank : Gold)

With over 21 years in game development, I’ve worked primarily as a level artist, specializing in tech, lighting systems, pre-production, and environment optimization. I also spend a lot of time helping set up player pawns, player animation systems, game modes, and cinematics—whatever is needed to ensure gameplay systems and environments work together seamlessly.

My role is best described as a “bookend developer.” I’m the person you bring in at the beginning to set up level structures, establish game-specific best practices, explore visual direction, and make sure things are fun to play. Then, after the demos, trade shows, and investor builds, I come back in to help circle the wagons—optimizing, stabilizing, and making sure the game actually ships.

Coming from an environment art perspective, I bridge the gap between tech and art, optimizing levels without sacrificing visual fidelity. I’ve helped multiple titles through full console certification across Nintendo, Sony, Microsoft, and Steam.

I work with a positive, solution-first mindset and a simple rule: I’ll figure it out.

 
342

Career crunch dinners eaten at my desk.

1265

Hours spent making a build and sending it to a dev kit.

5421

Times I’ve heard “It works fine on my machine”.

Mail Mail

Email me at alden@aldenfilioncg.com or use the form below!

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Alert Alert Giving back to the community!

This is an app I vibe coded that uses AI to generate game description copy, game tags, and proper image capsule cropping. It’s a solid start for rapid ideation, so you can add your own personal touch. It even generates its own game ideas.

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