Senior 3D Technical Artist
PortalsXR
08/2019 - 12/2019
Los Angeles, CA
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Responsible for developing best pipeline & practices to deal with AR constraints between Art department & Engineering team.
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Cached & Baked Particle FX via Maya Ncloth/Shatter too be exported to Unity.
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Created 2D/3D animation clips/cycles in Unity Animator Controller, After Effects & Maya.
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Painted & Baked out Procedural/Unique Textures using various software (e.g. Substance Painter, Quixel & Knald)
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Stayed within the technical boundaries of iOS & Android compression while maintaining fidelity.
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Took Part in the reviewing/hiring process of other 3D Artists
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Developed various rigs with blendshape values to allow for vehicle operations, squash & stretch deformations etc.
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Provided insight on the value of certain plugins & tools for a fast & efficient workflow for 3D Artists for Engineer team to consider.
Asset Artist/PostVis Artist
Technicolor MPC
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Created Assets from scratch (e.g. Rigs, Animation, Models, Textures)
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Tasked with quick & efficient turnaround rate for all Assets
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Animated, Tracked & Composited shots for Postvis elements in live action footage
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Sat in on Kickoff's & Conferences with client to determine & clarify shot direction
Environment Artist
Amazon Game Studios
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Kitbashed existing assets to create modular assets while maintaining game's desired look
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Created tile textures via Zbrush by sculpting & baking down the pipeline's required maps
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Use of xNormal, Knald & Photoshop to generate & edit textures for props, structures & terrain
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Handled Greybox Modeling on various assets (e.g. rocks, wood barriers, modular tier structures & furniture props)
Previs Artist/Motion Graphics Artist
Pure Imagination Studios
04/2019 - 08/2019
Culver City, CA
08/2018 - 12/2018
Irvine, CA
01/2018-07/2018
Van Nuys, CA
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Sole Artist to build from the ground up, a working efficient pipeline between Maya, After Effects & Photoshop to submit quick pre-rendered animations for producers & client to review on a daily/weekly basis
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Handled all Animation, Rigging, Lighting, VFX, Audio, 2D/3D Compositing, Rendering, Modeling & Texturing
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Adhered to client notes when determining changes for timing & visuals to be rendered & composited
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Collaborated with studio Lead Engineer to ensure final output would be technically feasible while maintaining fidelity and look of project
Lead Environment Artist
Skydance Interactive
02/2017 - 11/2017
Marina Del Rey, CA
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Handled outsourced assets by polishing & optimizing them for all levels as well as developed assets from scratch
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Utilized multiple scripts & plugins in Maya & 3ds Max for fast and efficient workflow
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Worked closely with Art Director to maintain believable scale for IP and world build story driven environments in UE4
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Collaborated with Environment & Level Design team to make cohesive and appealing levels
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Evaluated where to allocate team efforts to best suit production schedule
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Worked with Level Designers & Concept Artist for best approach for Layout/White boxing Exterior & Interior Levels to meet vision of the Creative Director
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Attended Exec/Lead meetings to discuss best practices and routes/tasks for the Environment team
3D Generalist
Inhance Digital
04/2016 - 12/2016
Beverly Hills, CA
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Built Assets from scratch (Modeling, Animation,Rigs, Texturing)
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Worked off reference & style sheets to execute desired layout in UE4 & Unity
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Created Particle Effects via cascade in UE4 and Particle System in Unity
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Optimized Assets further when bringing them in from Maya to UE4/Unity for Real-Time projects
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Heavy use of UE4 Material Editor & Matinee/Sequencer
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Met tight deadlines & expectations from Producer reviews
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Worked on multiple mediums that were studio's first time doing them (e.g. VR & AR)
Previs Artist/Engine Artist
Halon Entertainment LLC
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Polished & Troubleshoot Rigged Characters, Props, Vehicles & Animations to be ingested into UE4
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Tasked with integrating Maya previs Environments for UE4
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Generated & Edited FX in UE4's Cascade
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Heavy use of UE4 matinee for Camera & Asset Layout
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Edited Height Maps & Terrain meshes to fit engine scene
Red Imp Games
World Builder/Polish Artist
11/2015 - 04/2016
Santa Monica, CA
05/2015 - 07/2015
Santa Monica, CA
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Utilized in house 3D Asset Library to develop modular layout in level design
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Provided feedback on texture & poly budget to maintain most optimal results when profiling for mobile platform
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created height maps by using World Machine to better suit environment concept
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Responsible for Blueprint setup that included Lighting, Switches & destructible scenery
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Combined and mapped out various textures given to develop texture atlases
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Fixed Light Map UV setup in 3ds Max
Lead Character Artist
Bio-Hazard Entertainment
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Stylized Hand Painting Game Assets ranging from Environments to Creatures
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Modeled Hard Surface and Organic Models
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Conferences with team to get desired look dev & changes
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Met tight deadlines
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Taught Junior Character Artists standard rigging principles & proper topology conducive to deformation needs
Final Genesis Studios LLC
Character Artist
01/2015 - 06/2015
Culver City, CA
12/2014 - 01/2015
Burbank CA
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Sculpted characters using Zbrush based off concept artists turnaround sketches
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Developed multiple renditions until Lead review passed them
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Researched backgrounds of character concept to get desired design
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Brought into UE4 Test Levels to ensure world lighting & scale worked properly with character
Cinematic Artist
Sentient Studios
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Responsible for fleshing out environment and providing desired lighting
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Rendered using Maya Vray to then be brought into After Effects and composited for final look
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Advised team on how to go about developing the VFX for creature smashing animation
Sony Online Entertainment
Asset Design
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Design vehicle concepts & matte paintings in Photoshop based on game direction
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Modeled & Textured assets ranging from character armor to vehicles
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Heavy use of Maya & Zbrush to develop meshes from High to Low poly
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Tasked with polishing & fixing topology from scanned geometry
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Fixed messy or broken textures in 3ds Max
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Helped with severe pipeline issues too ensure quicker and more efficient use of artist daily tasks
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Met tight deadlines
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Quickly learned proprietary software that was used for final build of Bing Maps
3D Artist
Microsoft
10/2014 - 12/2014
San Francisco, CA
07/2014 - 10/2014
San Diego, CA
10/2013 - 08/2014
Boulder, CO
Education
Bachelor's Media Arts & Animation
The Art Institute of Colorado
10/2013
Denver, CO