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Senior 3D Technical Artist

PortalsXR

08/2019 - 12/2019

Los Angeles, CA

  • Responsible for developing best pipeline & practices to deal with AR constraints between Art department & Engineering team.

  • Cached & Baked Particle FX via Maya Ncloth/Shatter too be exported to Unity.

  • Created 2D/3D animation clips/cycles in Unity Animator Controller, After Effects & Maya. 

  • Painted & Baked out Procedural/Unique Textures using various software (e.g. Substance Painter, Quixel & Knald)

  • Stayed within the technical boundaries of iOS & Android compression while maintaining fidelity.

  • Took Part in the reviewing/hiring process of other 3D Artists

  • Developed various rigs with blendshape values to allow for vehicle operations, squash & stretch deformations etc.

  • 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

  • Created Assets from scratch (e.g. Rigs, Animation, Models, Textures)

  • Tasked with quick & efficient turnaround rate for all Assets

  • Animated, Tracked & Composited shots for Postvis elements in live action footage

  • Sat in on Kickoff's & Conferences with client to determine & clarify shot direction

Environment Artist

Amazon Game Studios

  • Kitbashed existing assets to create modular assets while maintaining game's desired look

  • Created tile textures via Zbrush by sculpting & baking down the pipeline's required maps

  • Use of xNormal, Knald & Photoshop to generate & edit textures for props, structures & terrain

  • 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

  • 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

  • Handled all Animation, Rigging, Lighting, VFX, Audio, 2D/3D Compositing, Rendering, Modeling & Texturing

  • Adhered to client notes when determining changes for timing & visuals to be rendered & composited

  • 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

  • Handled outsourced assets by polishing & optimizing them for all levels as well as developed assets from scratch

  • Utilized multiple scripts & plugins in Maya & 3ds Max for fast and efficient workflow

  • Worked closely with Art Director to maintain believable scale for IP and world build story driven environments in UE4

  • Collaborated with Environment & Level Design team to make cohesive and appealing levels

  • Evaluated where to allocate team efforts to best suit production schedule

  • Worked with Level Designers & Concept Artist for best approach for Layout/White boxing Exterior & Interior Levels to meet vision of the Creative Director

  • 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

  • Built Assets from scratch (Modeling, Animation,Rigs, Texturing)

  • Worked off reference & style sheets to execute desired layout in UE4 & Unity

  • Created Particle Effects via cascade in UE4 and Particle System in Unity

  • Optimized Assets further when bringing them in from Maya to UE4/Unity for Real-Time projects

  • Heavy use of UE4 Material Editor & Matinee/Sequencer

  • Met tight deadlines & expectations from Producer reviews

  • Worked on multiple mediums that were studio's first time doing them (e.g. VR & AR)

Previs Artist/Engine Artist

Halon Entertainment LLC

  • Polished & Troubleshoot Rigged Characters, Props, Vehicles & Animations to be ingested into UE4

  • Tasked with integrating Maya previs Environments for UE4

  • Generated & Edited FX in UE4's Cascade

  • Heavy use of UE4 matinee for Camera & Asset Layout

  • 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

  • Utilized in house 3D Asset Library to develop modular layout in level design

  • Provided feedback on texture & poly budget to maintain most optimal results when profiling for mobile platform

  • created height maps by using World Machine to better suit environment concept

  • Responsible for Blueprint setup that included Lighting, Switches & destructible scenery

  • Combined and mapped out various textures given to develop texture atlases

  • Fixed Light Map UV setup in 3ds Max

Lead Character Artist

Bio-Hazard Entertainment

  • Stylized Hand Painting Game Assets ranging from Environments to Creatures

  • Modeled Hard Surface and Organic Models

  • Conferences with team to get desired look dev & changes

  • Met tight deadlines

  • 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

  • Sculpted characters using Zbrush based off concept artists turnaround sketches

  • Developed multiple renditions until Lead review passed them

  • Researched backgrounds of character concept to get desired design

  • Brought into UE4 Test Levels to ensure world lighting & scale worked properly with character

Cinematic Artist

Sentient Studios

  • Responsible for fleshing out environment and providing desired lighting

  • Rendered using Maya Vray to then be brought into After Effects and composited for final look

  • Advised team on how to go about developing the VFX for creature smashing animation

Sony Online Entertainment

Asset Design

  • Design vehicle concepts & matte paintings in Photoshop based on game direction

  • Modeled & Textured assets ranging from character armor to vehicles

  • Heavy use of Maya & Zbrush to develop meshes from High to Low poly

  • Tasked with polishing & fixing topology from scanned geometry

  • Fixed messy or broken textures in 3ds Max

  • Helped with severe pipeline issues too ensure quicker and more efficient use of artist daily tasks

  • Met tight deadlines

  • 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

© 2019 by Chris Camp.

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