Summary
- Lighting and Rendering utilizing Mental Ray, Brazil, Maya and 3ds Max Scanline
- HDRI, GI, Final Gathering, Photometric Light setups
- Node Based Compositing: Eyeon Fusion
- Environment/Prop Modeling and Shading: Maya, 3ds Max, Zbrush, Mudbox
Software Experience
- Maya
- 3ds Max
- Z-Brush
- Mudbox
- Digital Fusion
- Photoshop
- Premiere / After Effects
- Alienbrain asset management
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Work Experience
Lighting and Composting TD / 3D Generalist - Blur Studio, Los Angeles CA (6/2007
- Present)
- Lighting and Rendering for Cinematics, Commercials and Ride Films utilizing Mental Ray / Brazil and Scanline renderer
- HDRI lighting / Photometric Light setups / Global Illumination and Final Gathering
- Scene Look & Feel development / Light rig setups
- Troubleshooting and Optimization of lighting passes
- Shot Assembly / Compositing - Digital Fusion
- Environment / Prop Modeling & Shading - 3ds Max/Photoshop
Senior Environment Artist, SOE,
San Diego, CA (8/2005 - 3/2007)
"Untold Legends: Dark Kingdom" for Sony Playstation 3
- Modeling/Texturing – medium to high poly environments and props
- Lighting with proprietary lighting software – Radiosity and Ambient Occlusion
- Multi-pass shader effects such as environment mapping, displacement mapping, bump mapping, and specular masking
Environment Artist, Electronic Arts, Redwood City, CA (02/2005 – 08/2005)“Godfather – The Game”
- Modeling/Texturing/Lighting – high/low poly environments and props
- Used proprietary worldbuilding sofware
- Exported worlds from maya to real time rendering engine
Environment Artist, Genuine Games, Los Angeles, CA (07/2004 – 02/2005)
- Modeling / Texturing / Lighting – Environments / Props / Vehicles for game cinematics
- Used proprietary worldbuilding software
Environment Artist, Hypnotix Inc. (03/2003 – 07/2004)
- Modeling/Texturing/Lighting – high/low poly environments and props
- Used proprietary worldbuilding sofware
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