Len de Gracia
External Development Manager, Rocksteady Studios Ltd.

I enjoy solving issues and chasing after solutions that lead to nailing both amazing quality art and optimization. I don't mind getting my hands dirty, becoming a 3D artist once more if I need to be or a manager and producer at the same time. My time goes to where the fire is. 

As an artist, I love meticulously placed details, visual storytelling, organic set dressing and believable architectural constructions. I like exploring new pipelines to achieve visually stunning results while freeing up bottlenecks that allow artists to have a go in doing things that they enjoy.  I am also a huge evangelist of cost-effective efficiency even if it means extending the capacity of departments into outsourcing.

As a manager/lead, the best part for me, truly is mentoring. One aspect is furthering technical knowledge, but what I find to be the most crucial is fostering that eye, patience and the responsibility for owning topics or features.


The Witcher 3: Wild Hunt

My tasks include architectural modeling, texturing, lighting, decorating. I was responsible for detailing nearly all of the merchant shops and the creation of most street trader and other decoration templates. I was also given the responsibility to oversee gameplay light distribution across the hubs. My greatest architectural contributions can be found in Novigrad such as Vivaldi's Bank, the interior of the Passiflora, the interior of the Bookseller's in the main square, the transformation of Rosemary and Thyme among many others.

The Witcher 3: Hearts of Stone

My tasks include architectural modeling, texturing, lighting, decorating. I was responsible for modeling the top and bottom floor of the main hall, the dining room, the study, the haunted corridor as well as the painting room of Olgierd's mansion found in varied states throughout the expansion. I have modified these scenes in the Red Engine 3 to tune them to a different lighting style.

Lighting Reel 2016

Witcher 3: Wild Hunt - Blood and Wine Trailer

I did lighting for shots in this trailer.

0:39, 0:40, 0:53, 1:01, 1:03, 1:04

Lighting Reel 2015

Witcher 3: Wild Hunt - Hearts of Stone Trailer

I did lighting for 14 shots in this trailer (23 seconds)

0:18, 0:21, 0:53, 1:11, 1:25, 1:26, 1:34, 1:35, 1:41, 1:45, 1:46, 1:47, 1:50, 1:53


Personal Information

Nationality American


Over 8.5 years of game development with internal art management, direction and external outsourcing experience 

Art directed and streamlined the production and creation pipeline of all outsourced assets from Witcher 3: Blood and Wine to Cyberpunk 2077 (2016-2018). 

Dual-roled the responsibilities of an internal Art Lead for Props and an Outsource Manager for Cyberpunk 2077 (2016-2018) 

Completed and Shipped The Witcher 3: Wild Hunt, Hearts of Stone and Blood and Wine as a Senior Environment, Lighting Artist and Outsource Manager. 

Coordinated and managed internal and external teams in the creation of interiors and prop decorations for the Witcher 3: Blood and Wine, personally feedbacking all outsourced assets for art and technical specifications. 

Knowledgeable in the field of visual effects, pbr, rigging, lighting, animation, user interface, sound design and production pipelines


Diploma in 3D Animation and Visual Effects, Vancouver, Canada
Vancouver Film School, 2012-2013

Bachelor in Multimedia Arts, Manila, Philippines
De Lasalle College of Saint Benilde, July 2009
Dean's Lister 2005-2009

Computer Science, Manila, Philippines
De Lasalle University 2003-2005

Employment History

External Development Manager
Rocksteady Studios Ltd.
2018 - Present

Reviewing, providing feedback and construction of artistic and technical documentation 

Mentorship on alternative technical pipelines, potentially achievable artistic quality and best communication practices 

Tools and pipeline coordination between internal teams for efficiency in external development 

Asset art review and feedback from start to completion 

Shotgun Software development and maintenance for production management to aid internal and external teams 

Management of the Environment, Game and Level Art external development teams

Environment Art Outsource Manager
CD Projekt Red S.A.


Scouting and team selection of outsource vendors for multiple departments.

Quality assurance and technical direction with the capacity to art direct external vendors. 

Asset tracking, organization, estimation, budgeting and distribution. 

Planning and streamlining outsource frameworks from internal asset creation to external completion including the authoring of Art Outsource Bibles. 

Scheduling, negotiation and reservation of external manpower. 

Co-Managing (with Environment Lead) of the asset team: preparing and giving feedback, team building & development, mentoring. 

Operational management of the asset team: coordinating their work with other teams, setting up goals, reviewing results. 

Coordination & establishment of in-game branding graphics 

Asset list and task creation for props inclusive of reference-gathering, standardization of naming convention, folder organization, pipeline inter-departmental planning and tailoring the following to be suitable for automation.

Environment Art Outsource Manager
CD Projekt Red S.A.

Scouting and team selection of outsource vendors for multiple departments 

Quality assurance and art direction

Asset tracking, organization, estimation, budgeting and distribution 

Planning and streamlining outsource frameworks from internal asset creation to external completion 

Creation and maintenance of the environment art outsource bible 

Scheduling, negotiation and reservation of external manpower

Senior Environment Artist, Coordinator
CD Projekt Red S.A.


Review, approval and art direction of internal and outsourced assets for decorations and architectural interiors 

Organizing and designing asset production pipelines

Creating time estimations for asset creation and providing tasks deadlines to internal and offshore artists 

Planning and assigning tasks to the decorations team 

Coordination between the decorations and interiors team and other departments  

3D Architecture Creation

Cinematic lighting

Environment Art Specialist
CD Projekt Red S.A.

Architectural and prop asset creation  

In-game and cinematic lighting  

Prepared sets of decorations for mass distribution  


Project Manager
Ladyluck Digital Media Inc.

Management of in-house projects

Pitching for new solutions to clients  


Asset creation

Digital Artist
Ladyluck Digital Media Inc.

2D and 3D asset creation for game outsourcing 

UI elements, iconography

3D props

Company Project Involvement

Cyberpunk 2077
Environment Art Outsource Manager, Senior Environment Artist

The Witcher 3: Blood and Wine
Senior Environment Artist, Coordinator

The Witcher 3: Hearts of Stone
Senior Environment Artist

The Witcher 3: Wild Hunt
Environment and Lighting Artist

UI Artist (Outsource)

CorrConnect (U.S. Department of Defense)
Project Manager, Motion Graphics Artist

CorrSim (Facebook game, U.S. Department of Defense)
Project Manager, Pipeline Developer

NCAA Football 11 (Electronic Arts)
3D Texture Artist (Outsource)

My Garden (Electronic Arts)
Environment Artist (Outsource)

Sherlock Holmes (Legacy Interactive)
UI Artist (Outsource)

Software Skills

Autodesk Maya
Substance Designer
Substance Painter
Pixologic Zbrush
Adobe Photoshop
Adobe After Effects
Shotgun Software

Software Experience

Unreal 4
3DS Max


I enjoy traveling, taking photographs of architecture and performing spontaneous adventures. I can be an adrenaline junkie. 
During my free time, I also volunteer to do talks and presentations for conventions. 
I know survival levels of the Polish language


Silent Narratives

Strip out all the characters and their dialogues, environment art can, by itself, tell a powerful tale if crafted carefully. The impact is subliminal, but the result contributes to the very heart of role playing games, believability. Even in environment design, players unknowingly recognize and appreciate beauty in what they themselves can identify with in real life regardless of the universe or the time period. This talk discusses how a virtual world can be made to feel alive and lived in by dropping the role of being a designer completely and by taking on the persona of an NPC as a creator.

Show Reel 2012

The Cradle by Len de Gracia from Len de Gracia on Vimeo.

a showreel by Len de Gracia
composited by Marco Tudini

All soundtracks have been taken from 5Alarm Music