Carl has worked in the industry professionally for over 17 years. He started his career at Gearbox Software in 2004 as a Level Designer for the Brothers In Arms franchise. In 2008, Carl was part of a small team that was integral to evolving the Borderlands art style into what it has become today. After a small hiatus at id Software working on Rage, Carl rejoined Gearbox Software to create and lead their Level Art and eventually their Lighting Art Departments. Carl recently moved on from his position as World Building Director at Gearbox Software to start up Ruckus Games; an independent game developer with a mission to inspire the next generation of game makers.
Credits include Brothers In Arms, the Borderlands franchise and Rage.
Dallas, Texas, USA
Always be curious. Seek out inspiration. Challenge yourself. Always be working to expand your skillset and learn new workflows and techniques. The industry is ever evolving. Don’t allow yourself to rust or become a dinosaur. Don’t be the artist still using exclusively photo source five years into the Substance pipeline. Yes, people did that!
The most incredible people I’ve had the pleasure to work with were always excited about the future and they never forgot to find joy in the medium they were working for.