Bio
_about me
My time in the development industry thus far has been a productive one. In projects I've been a part of, I've held many different artistic and technical responsibilities. My love for game development and my drive have enabled me to complete these tasks quickly and confidently. I’ve grown steadily as an artist and have made it a point to encourage other artists to push themselves. My excellent technical understanding of software has led me to fill the role of technical artist on occasion. Through research and troubleshooting, I've been able to fill the gaps in production and make tools to help other artists get their work into the game.
_software skill
-maya
-photoshop
-unity3d
-zbrush
-3dsmax
-mudbox
-after effects
-unreal
-lightwave
-blender
-houdini
-playMaker for unity3d
_technical skills
-poly modeling
-edge flow
-technical art
-geometry optimization
-modeling for deformation
-texturing
-uv mapping
-video editing
-sound editing
-color correction
-organization
-compositing
-rotoscoping
-tracking
_work history starting with most recent
-SQX - “miner descent” - currently in development
_art _technical art _character controller _core design
- initially worked on poly models and props
- took on the role of building out several technical aspects of the game
- aided in conceptualizing and designing the game
-plexus - self-made indie game on googlePlay
_art _scripting _sound _gui _app build
- spur of the moment game idea taken to completion in two weeks
- I used unity3d to complete this project as well as a plugin called
playMaker to fully script it
-critical mass interactive - “boondock saints”
_prop modeling _texturing _world building
- modeled, UVed, and textured various props for the project
-aided in placing objects in level
-spring grove sheet metal - CAD metal cutting system administrator
_2d layouts _network management
-managed a computer controlled metal cutting system
_academics
-full sail university
-2006-2008
-b.a. of science
-computer animation program - environment art
_134% in computer animation production
_reel shown at presentation day
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