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Lucas Aceituno




 Hangar 13

Novato, CA October 2014 - April 2018

Mafia III, DLC 1 and DLC 2  (PS4,Xbox One,PC) October 2016

Senior Level Architect

  • Worked with game design and narritive to create mission experience

  • Created new assets and used exisiting assets to dress and create mission spaces

  • Created preliminary geometry for mission spaces 


2K Marin

Novato, CA January 2009 – 2013

The Bureau Xcom Declassified (PS3,Xbox360) August 2013

Level Architect

  • Concept designed the outsourcing specs for props and room elements

  • Designed and built Hero areas in levels

  • Designed concepts for the team of modelers at 2k China to use

  • Created first passes on the last level in game

Bioshock 2 (PS3,Xbox 360) February 2010

Outsource Manager
  • Designed Environments, props and other room elements

  • Handled outsourcing of those designs and specs


Arcadia Entertainment

Redwood City, CA January 2008 to January 2009

Lead Environment Artist (Beta release)

  • Lead a team that supported in-house environment assets

  • Ensured quality of outsourced assets

  • Created concepts and designs of city layout

  • Helped maintain the overall vision of Arcadia

  • Ensured quality of outsourced assets

Visual Concepts Entertainment/Take 2 Interactive

Novato, CA August 2006 to June 2007

Fantastic Four: Rise of the Silver Surfer (PS3,XBOX 360) June 2007

Environment Artist

  • Created and modified geometry of levels in the game

  • Lit levels and worked on materials and effects

  • Lead team to create vistas and skyline

Crystal Dynamics, Eidos

Menlo Park, CA February 2003 to March 2006

Level Artist

Tomb Raider: Legend (PS2, XBOX, and XBOX 360) April 2006

  • Created and modified geometry in levels

  • Worked on lighting and materials for 360 version

Project Snowblind (PS2, XBOX) February 2005

  • Created levels for single and multiplayer

  • Designed and built props for player interaction

Whiplash (PS2, XBOX) November 2003

  • Created and modified level geometry

  • Worked with Cinematics team to create props

Konami of America, Inc.

Redwood City, CA June 2001 to August 2002

Level Artist

Frogger: The Great Quest (NGC, PS2, XBOX) November 2001

  • Repaired and adjusted geometry to fit with system requirements

  • Applied lighting to levels

  • Built props for character interaction

Silent Hill 2 (PS2, XBOX) September 2001(Internship)

  • Worked with Cinematic team on morph targets for lip-sync animation


The Art Institute of California - San Francisco  (Graduated 2001)

  • A.S. Computer Animation

Academy of Art College – San Francsico, CA

  • Computer Animation

Related Courses:

  • 3D Modeling ( Environments and Texture Maps)

  • 2D Animation (Pencil Tests)

  • Figure Drawing

  • Mechanical Drafting

  • Video and Photography (Camera Operations and Storyboarding)

  • Certified Designated Trainer

Here I'll list the software, hardware, and programming languages with which I'm familiar.

3DS Max, Maya, Zbrush, Mudbox, Photoshop, After Effects, Premier


Published Games:
Mafia III Stones Unturned 
Mafia III Faster Baby
Mafia III
The Bureau - Xcom Declassified
Bioshock 2
Fantastic Four Rise of the Silver Surfer
Tomb Raider Legend
Project: Snowblind
Frogger The Great Quest