Hi anyone, im loking for a job.
// Objective //
Have +7 years Develop games and over 5 years expirience in game development Both mobile and AAA projects.
// Experience //
_ 3D Environment Artist _ Fox 3D Freelance 2018 -
Project: METRO EXODUS •
Creating real-time environment/props hard surface game assets: Modeling, Baking, PBR Texturing. That adhere to the style guide of project.
• Seaking a photo reference for more realistic model and texture details.
• Working with Lead Artist Project Manager to ensure timely completion of game asset.
Project: HALO INFINITE •
Creating real-time environment/props hard surface game assets for PvP Maps: Modeling, Baking, PBR Texturing. That adhere to the style guide of project.
• Using trims, decals, overlaps.
• Seaking a photo reference for more realistic model and texture details.
• Working with Lead Artist to ensure timely completion of game asset.
• Create Crush(destroyble) models for a game assets.
• Integration assets into play space with colissions and testing.
_ 3D Environment Artist _ GSC Game World
Kyiv, Ukraine (Freelance) 2021 -
Project: STALKER 2
• Creating real-time environment/props hard surface game assets: Modeling, Baking, PBR Texturing. That adhere to the style guide of project.
• Seaking a photo reference for more realistic model and texture details.
• Working with Lead Artist to ensure timely completion of game asset. _ 3D Environment Artist _ Social Quantum Saint-Petersburg 2022 - Present Project: *Unified Name*
• Creating real-time environment/props hard surface game assets for PvP Maps: Modeling, Baking, PBR Texturing. That adhere to the style guide of project.
• Using trims, decals, overlaps for mobile strong compression texel and polycount.
• Working with photo scans textures and photogrametry.
• Seaking a photo reference for more realistic model and texture details.
• Working with Lead Artist and Project Manager to ensure timely completion of game asset.
• Integration assets into play space with collision.
Photogrammetry Artist
Rinoda | 2023
Project: quixel.com/megascans.com
Working with Lead Artist and Project Manager to ensure
timely completion of assets.
Creating and manage pipeline documentation guide.
Working with photo scans textures and photogrametry.
Processing of photogrammetry for Quixel Megascans:
Refinement of form and topology, Baking, Refinement
of Textures. Creating LOD's. Sculpting and editing
aligment bugs. That adhere to the style guide of
project..
Creating photogrammetry assets for a studio portfolio.
Using the skills acquired while working with the pipeline
of Quixels
// Education // _ Computer systems specialist _ VKI (Higher College of information technologies) Novosibirsk, 2014
// Skills //
• Modeling, Sculpting, Texturing Environment, props, weapon, hardsurface and organic assets
• Managing polygon count, texel size,optimize Uv space, trim, tile, overlap and decal sheets
• Good understanding of shape, structure and silhouettes in regard to modeling
• Creating modular invironment, optimization assets, including the effective use of color, contrast, composition and concept, working with photogrametry and photoscan textures.
• Training and implementation of junior 3d artists in the pipeline.
• Using Tools: Blender, Maya, 3ds Max, Substance Painter, Marmoset Toolbag, Zbrush, Marvelous Designer, Unreal Engine, Unity, Reality Capture, Quixel
• High communication skills, ability to hear and accept criticism, responsibility, quick learning and entry into the project pipeline.
// Languages //
• Russian - Native
• English - B1,