contact email BUDDYBLANK@HOTMAIL.COM
Specializing in modeling characters and game assets, fluent in creating game meshes and high resolution meshes. I have a great passion for creating game artwork. Twelve+ years of game creation experience with numerous shipped titles. Team player, keen eye and self motivated.
Graduated from Alberta College of Art and Design with a diploma in Visual Communication. Here I learned the value of how to both give and receive constructive criticism, and the joy of being creative with like minded people.
Other valuable abilities
-ability to create high quality last gen and current gen assets
-excellent texturing and illustration skills
-work well in a team environment
-experience working on both large scale and small scale games
-ability to work efficiently with minimal direction or guidelines if needed
-experience with various pipeline workflows
Worked on an unannounced AAA mobile title doing character models, character weighting, and hand painted textures. Also did a little bit of concept work for characters.
I created clothing assets for the main character as well as creating complete characters including some bosses as well as a downloadable all new playable character named Angel. This all involved working closely with my lead as well as the art director. I dealt with zbrush, photoshop, Xnormal, Knald and maya in the creation of my assets, as well as some on house tools. I also did minor weighting of characters
reason for leaving - an opportunity arose that I felt was worth a shot
Completed a 6+ month contract as a character artist on True Crime Hong Kong before moving onto a fulltime position. I was involved making assets for the games main character as well as helping on secondary characters/ character heads. My duties were to create lowpoly models, hipoly sculpts, normal and AO map creation as well as texture creation, and working within the company pipeline and following the art directors vision. I was also responsible for overseeing outsource art, this involved overseeing tasks and providing feedback on given tasks.
reason for leaving - layed off
An outsource house as well as DS/Wii developer. I was responsible for modeling/texturing/and weighting characters. I also helped to create props for levels as well as some minor concepting.
reason for leaving - layed off
I was responsible for any character art as well as doing any concept art. I also pitched concepts for games. I helped train new artists with starting out in 3ds max as well.
reason for leaving - I was not confident with the direction of the studio
makers of enormous RPGs, I had the privilege of working here for 8 years, had a great time and could not have asked for a better introduction to the industry. Here I started off as a concept artist and texture artist. I later taught myself how to use 3ds Max and slowly became a character artist. I would work closely with the art directors as well as the concept department. I was able to create both humans monsters and animals.
reason for leaving - wanted to try life on the west coast