Job Skills
• The ability to adapt to and innovate new styles and techniques
• Experience managing content and developing pipelines, experience painting textures in Photoshop, from hand or based on texture reference, tuning (or creating) surface shaders for real-time rendered characters, and skin weighting, rigging, and animation
• Experience managing content and developing pipelines, experience painting textures in Photoshop, from hand or based on texture reference, tuning (or creating) surface shaders for real-time rendered characters, and skin weighting, rigging, and animation
• You are able to create believable characters that are full of life and personality in high-poly and low-poly models as well as textures
See: My indie team character and my Computer Animation final:
See: My indie team character and my Computer Animation final:
• You possess an intimate knowledge of human anatomy and form
My human drawings in my Class Illustration page, the humans in my 3D Sculpts page, various Characters I have drawn
• The ability to adapt to and innovate new styles and techniques
My character for Hangtime and my characters in Sir Kittles the Brave are both in very different styles.
• Strong organic modeling skills
Evident in my previous portfolio links.
• Strong hard-surface modeling skills
Seen in my Environmental Design final video (with bonus organic modeling!):
My human drawings in my Class Illustration page, the humans in my 3D Sculpts page, various Characters I have drawn
• The ability to adapt to and innovate new styles and techniques
My character for Hangtime and my characters in Sir Kittles the Brave are both in very different styles.
• Strong organic modeling skills
Evident in my previous portfolio links.
• Strong hard-surface modeling skills
Seen in my Environmental Design final video (with bonus organic modeling!):
• Knowledge of major 3D software packages (Maya or Max, ZBrush, Substance)
3 years of Maya experience, 2 years of ZBrush and Substance experience (I rounded up).
• Shipped game title experience
Hangtime and E-I-UFO!
• Experience managing content and developing pipelines, experience painting textures in Photoshop, from hand or based on texture reference, tuning (or creating) surface shaders for real-time rendered characters, and skin weighting, rigging, and animation
I work through a pipeline for all my content (usually like this: sketches, box modeling, low poly, high poly, texturing, rigging, weight painting). The textures in my Environmental Design video were done with Photoshop, with texture reference and some hand painting thrown in. Songbird and Sir Kittles were both rigged, weight painted, and animated by me.
• Ability to work well within a team
I successfully worked with my teams to bring Hangtime and E-I-UFO to fruition, and neither team hated me afterwards.
• Excellent time management and organizational skills
I can lie my way to success with the first part. I do make sure to actually name my files, make sure different iterations have different and distinct naming conventions (thank you Maya for having this built in as well), and I put them in proper folders so that I do not lose track of anything.
• Must be able to take critique and art direction
No problemo! Roast my art into ashes and it will come back like a phoenix, but a phoenix that's a little better than before.
• Passion for video games
I have played at least 1 video game in my life.
3 years of Maya experience, 2 years of ZBrush and Substance experience (I rounded up).
• Shipped game title experience
Hangtime and E-I-UFO!
• Experience managing content and developing pipelines, experience painting textures in Photoshop, from hand or based on texture reference, tuning (or creating) surface shaders for real-time rendered characters, and skin weighting, rigging, and animation
I work through a pipeline for all my content (usually like this: sketches, box modeling, low poly, high poly, texturing, rigging, weight painting). The textures in my Environmental Design video were done with Photoshop, with texture reference and some hand painting thrown in. Songbird and Sir Kittles were both rigged, weight painted, and animated by me.
• Ability to work well within a team
I successfully worked with my teams to bring Hangtime and E-I-UFO to fruition, and neither team hated me afterwards.
• Excellent time management and organizational skills
I can lie my way to success with the first part. I do make sure to actually name my files, make sure different iterations have different and distinct naming conventions (thank you Maya for having this built in as well), and I put them in proper folders so that I do not lose track of anything.
• Must be able to take critique and art direction
No problemo! Roast my art into ashes and it will come back like a phoenix, but a phoenix that's a little better than before.
• Passion for video games
I have played at least 1 video game in my life.