Resume
Resume - Kevin Pun
Download my full resume (PDF) for detailed experience, achievements, and shipped titles.
Kevin Pun
206-779-8788 | k.pun@comcast.net
www.linkedin.com/in/kevinpun-art | kevinpun.com
Greater Seattle Area (Factoria / Bellevue, WA)
PROFESSIONAL SUMMARY
Versatile, veteran Art Director and Senior Visual Development Artist with 15+ years of senior leadership experience steering visual development for AAA and AA titles. Proven expertise bridging high-level creative vision with advanced in-engine execution. Pioneered a highly efficient, control-driven UE5-to-AI hybrid ideation workflow that eliminates pipeline delays and 'AI slop' while optimizing asset production loops. Adept at creative collaborations, managing strike teams, authoring style guides & reference boards, and leading cross-discipline alignment across environments, props, and lighting pipelines.
KEY ACHIEVEMENTS
Directed foundational visual development for State of Decay 3, establishing aesthetic targets, world‑building systems, and franchise‑defining environmental tone.
Pioneered a UE5‑to‑Vizcom hybrid ideation workflow that accelerated environment iteration loops, improved stylistic consistency, and reduced pre‑production bottlenecks.
Authored the visual language and production pipeline for 40+ in‑game harvest sites, including concept direction, prototyping, implementation standards, and outsource execution guidelines.
Supervised cross‑discipline alignment across environments, lighting, UI, and design, stabilizing pipelines and improving iteration velocity during pre‑production.
Shipped multiple multi‑million‑selling AAA titles across a 25‑year career in the Pacific Northwest game development ecosystem.
CORE COMPETENCIES
Leadership & Pipelines: Art Direction, Creative Team Mentorship, Outsourcing Supervision, Co-authoring Style Guides, Cross-Discipline Alignment.
Technical Integration: Unreal Engine 5 (UE5), Set Dressing, Interior Environment Assembly, Spatial Pre-Visualization, Control-Driven AI Rendering (Vizcom).
Production Tools: Adobe Photoshop, Jira, Confluence, Miro, Microsoft Excel, Google Suite.
PROFESSIONAL EXPERIENCE
Undead Labs | Bellevue, WA
Progressed from Principal Artist → Art Lead → Project Art Director → Senior Visual Development Artist II over 7 years, adapting to evolving studio needs while driving visual direction and pipeline stability.
Senior Visual Development Artist II | July 2025 – Sept 2026
Pioneered a hybrid, control-driven AI concept workflow mapping 2D sketches and 3D engine blockouts to Vizcom, accelerating high-fidelity environment iteration loops while enforcing strict stylistic adherence to project art guides.
Executed extensive in-engine world building and set dressing for abandoned, realistic rural Pacific Northwest retail environments directly within Unreal Engine 5, prioritizing narrative detail, spatial readability, and live-in immersion.
Defined the visual language and world‑building system for 40+ in‑game harvest sites central to State of Decay’s economy; authored art guides, prototyping workflows, and implementation standards, then directed an outsource partner through expanding and executing the system.
Project Art Director (State of Decay 3) | Apr 2022 – July 2025
Spearheaded pre-production visual development and aesthetic direction for State of Decay 3, co-establishing the foundational artistic vision and scalability roadmap for future expansion.
Reimagined and modernized the iconic visual language and fidelity targets for a key franchise staple, the freaks, while preserving core brand legacy across generational platforms.
Designed a complex, fully realized Blood Plague ecosystem, carefully balancing strict scene readability, silhouette recognition, and environmental storytelling.
Established the grounded, post-apocalyptic maker-culture aesthetic for survivor settlements, harvest sites, and facilities, symbolizing hope and optimism for humanity as the visual opposite of the spread of the horrors of the undead.
Directed and mentored two external concept teams through pre-production and early production to ensure wide & meaningful visual exploration coverage.
Principal Artist | May 2019 – Mar 2022
Led graphical updates, map-specific lighting designs, and frontend screen updates for State of Decay 2: Juggernaut Edition.
Partnered with UI and engineering disciplines to implement new difficulty selection screens and authored themed splash screens for monthly live-service content updates.
Wargaming Seattle | Redmond, WA
Art Director / Associate Art Director | 2013 – Aug 2018
Managed the studio concept team and closely collaborated with art and animation discipline leads to advance an unannounced AAA near-future MMO vehicles combat game through to alpha phase.
Directed visual targets for highly realistic vehicle assets, modular prop sets, and real-world based environments.
Spearheaded pre-visualization and thematic art exploration for two unannounced studio game pitches, including a fantasy MOBA title and a futuristic mech combat title.
PREVIOUS SHIPPED INDUSTRY CREDITS
Legacy Summary
25‑year veteran of the Pacific Northwest game development ecosystem with shipped titles across SNES, RTS, action RPG, MMO, and open‑world survival genres.
Gas Powered Games / Cavedog Entertainment / Square USA | 1994 – 2013
Senior Artist & Art Direction Roles
Delivered multi-discipline roles including environment design, character concepts, cinematics, and art direction for multiple critically acclaimed, multi-million-selling AAA franchise titles, including: Age of Empires Online (Microsoft), Total Annihilation, Dungeon Siege, Dungeon Siege 2, Supreme Commander, Supreme Commander 2, and Space Siege.