3d env artist|| level design jonathan smith

2
I am a passionate game developer and artist with years of successful game development and artistic design leadership. Adept at rapid environment and level design, prototyping and pre-visualization. Ability to accurately interpret the intent of a concept image and able to execute across varying art styles.. Bilingual English and Spanish. Artistic Direction I stay current in tools, workflows, and technical requirements; collaborate with technical and artistic teams to pvre-visualize and evangelize CG concepts; create hard surface and organic models; mentor / guide internal artists. I consider myself a champion for About me [email protected] (425) 894-1267 Bellevue WA yeluis.artstation.com linkedin.com/in/lyepez 3D & Env Artist|| Level Design Create key assets and environments from conception to completion; design UI / UX and system workflows, introduce, modify, and improve toolsets, and research, recommend, and evangelize new technologies. Meet tight timelines and shift gears quickly to support multiple concurrent projects. Lead / guide / mentor art team members and cultivate positive Principal Artist: Reinterpreted all in-house tools to establish in house engine Onyx 2.0 as basis for all systems. Managed UI and prototyped tools to provide engineers standard cross-organizational templates. Maintained original engineering vision (rapid iteration, component based design, platform / project scalability) and enhanced / simplified entire toolset to achieve better UX, easier scalability, and quicker 5th Cell Media || Bellevue, WA 2010-2015 Onyx Engine V2.0 Tool Set 2013-2015 Senior Artist, “DG2VR” 2015-2016 Software Skills Experience Initiate efforts to raise quality by researchi ng techniques and technologies and introducing / promoting to all teams. Only artist on a 3 (sometimes 4) person team. Ported all content from PC version to VR in 6 months. Optimized and added detail to all content. Visualized diferent systems to help reduce implementation time. Created 5 new levels from scratch that would emphazise VR design ethics. Lead Artist, “Brass Tactics” 2016 Working Autonomosly to create new IP look, feel and quality bar. Managed a small artist team. Worked close to design and engeneers to help explore solutions for VR and support with content. Contribute across discipl w tools and workflow methods; design systems to morph and scale in support of final product vision and business strategy. Worked closely with design and engineers to develope comfortable and intuitive VR experiences. Established quality bar for products along with documentation for internal and external sources to follow. Worked with a small group of World Builders and close to simulation team to ship State of Decay 2. Responsible for 2 core maps. Worked on layout, design, set dressign, pitch proposals. Currently working as the Lead Environment Artist/World Builder for the studio. Hidden Path Entertainment || Bellevue, WA 2015-2016 Lead Env Artist/World Buidler, “Unanounced title” 2018 - present Managing and directing the world builder team across 2 titles. Indicidual contributor to new project that is in a prototype phase. Environment Artist/World Builder 2016 - 2018 worked on 2 core mapsfor the base game. responsible for iterating on level design, layout, composition, set dressing, and having the maps ready for release. Took a personal project and pitched it into what turned into the largest dlc for State of Decay 2 named “heartland”. Undead Labs || Seattle, WA 2016-present Maya PS & Ilustrator Quixel Suite Zbrush & Mudbox Source Hammer UE4 VR UX/Design Substance Houdini (beginner) Modeling Skills Sci-Fi/Realistic/Stylized Vehicle Prop Organic Hard Surface Modular Terrain Destruction States

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Page 1: 3D Env Artist|| Level Design JONATHAN SMITH

JONATHAN SMITHPersonal info

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About me

Language Skill

www.domainname.comwww.domainname.comwww.domainname.comwww.domainname.comwww.domainname.comwww.domainname.com

Projects Links

English(native)

Spanish

Mandarin

[email protected]

john.smith

smith.john

@john

+0902 2802 3888

12/232, park view road, NY

www.yourweb.com

Web Developer

Skills

Other Skills

30%

60%

100%

90% 80% 70% 60%

HTML CSS JAVASCRIPT PHP

Educational

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IPSUM SCHOOL

DOLAR UNIVERSITY

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LABORE GROUP

TEMPOR IT

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eu fugiat nulla pariatur.

DOLAR IT FARM

Interest

Experience

I am a passionate game developer and artist with years of successful game development and artistic design leadership. Adept at rapid environment and level design, prototyping and pre-visualization. Ability to accurately interpret the intent of a concept image and able to execute across varying art styles.. Bilingual English and Spanish.Artistic DirectionI stay current in tools, workflows, and technical requirements; collaborate with technical and artistic teams to pvre-visualize and evangelize CG concepts; create hard surface and organic models; mentor / guide internal artists. I consider myself a champion for

About me

[email protected]

(425) 894-1267Bellevue WA

yeluis.artstation.com

linkedin.com/in/lyepez

3D & Env Artist|| Level Design

Create key assets and environments from conception to completion; design UI / UX and system workflows, introduce, modify, and improve toolsets, and research, recommend, and evangelize new technologies. Meet tight timelines and shift gears quickly to support multiple concurrent projects. Lead / guide / mentor art team members and cultivate positive

Principal Artist: Reinterpreted all in-house tools to establish in house engine Onyx 2.0 as basis for all systems. Managed UI and prototyped tools to provide engineers standard cross-organizational templates. Maintained original engineering vision (rapid iteration, component based design, platform / project scalability) and enhanced / simplified entire toolset to achieve better UX, easier scalability, and quicker

5th Cell Media || Bellevue, WA 2010-2015

Onyx Engine V2.0 Tool Set 2013-2015

Senior Artist, “DG2VR” 2015-2016

Software Skills

Experience

Initiate efforts to raise quality by researchi ng techniques and technologies and introducing / promoting to all teams.

Only artist on a 3 (sometimes 4) person team. Ported all content from PC version to VR in 6 months. Optimized and added detail to all content. Visualized diferent systems to help reduce implementation time. Created 5 new levels from scratch that would emphazise VR design ethics.

Lead Artist, “Brass Tactics” 2016

Working Autonomosly to create new IP look, feel and quality bar. Managed a small artist team. Worked close to design and engeneers to help explore solutions for VR and support with content.

Contribute across discipl w tools and workflow methods; design systems to morph and scale in support of final product vision and business strategy.

Worked closely with design and engineers to develope comfortable and intuitive VR experiences. Established quality bar for products along with documentation for internal and external sources to follow.

Worked with a small group of World Builders and close to simulation team to ship State of Decay 2. Responsible for 2 core maps. Worked on layout, design, set dressign, pitch proposals. Currently working as the Lead Environment Artist/World Builder for the studio.

Hidden Path Entertainment || Bellevue, WA 2015-2016

Lead Env Artist/World Buidler, “Unanounced title” 2018 - present

Managing and directing the world builder team across 2 titles. Indicidual contributor to new project that is in a prototype phase.

Environment Artist/World Builder 2016 - 2018

worked on 2 core mapsfor the base game. responsible for iterating on level design, layout, composition, set dressing, and having the maps ready for release. Took a personal project and pitched it into what turned into the largest dlc for State of Decay 2 named “heartland”.

Undead Labs || Seattle, WA 2016-present

Maya

PS & Ilustrator

Quixel Suite

Zbrush & Mudbox

Source Hammer

UE4

VR UX/DesignSubstance

Houdini (beginner)

Modeling Skills

Sci-Fi/Realistic/Stylized Vehicle

Prop Organic

Hard Surface Modular

Terrain Destruction States

Page 2: 3D Env Artist|| Level Design JONATHAN SMITH

3D & Env Artist|| Level Design

3D Artist , HKFiftyOne Studios , “Quadrant Horror”

Artist I / Sub Lead, “The Agency” (PS3, PC) 2006 - 2009

Experience || continued...

Other Experience

Education

Artist I, “Legends of Norath” (PC) 2006 - 2007

Instructor, The Art Institute of Seatte

3D Artist / Animator, “What the Bleep” Catalyst FX

BA, Game Art and Design, The Art Institute of Phoenix, Phoenix, AZ

[email protected]

(425) 894-1267Bellevue WA

yeluis.artstation.com

linkedin.com/in/lyepez

SONY ONLINE ENTERTAINMENT || Bellevue WA

Artist II, “DC Universe Online,” (PS3, PC)

2006 - 2010

2009 - 2010

Senior Environment Artist: Designed 5 of 10 shipped maps; pushed boundary of scale feel and built 2 of largest / technically challenging maps. Personally broke all maps in white box phase before polishing by Art team; took charge of nearly complete maps to rebuild in 2 weeks following major project changes. Directed team to create NextGen asset and optimization of real time rendering; rebuilt assets / textures to enable 60 fps - surpassing requirements.

HYBRID (XBLA Summer of Arcade 2012) 2010- 2012

Senior Environment Artist: Oversaw / led efforts for art style R&D through UE and custom HLSL shaders with World Lead and AD guidelines. Introduced Zbrush & high poly modeling pipelines, trained artists in Unreal technology, and convinced team to adopt nondestructive workflows. Mentored team to achieve higher art

Hybrid TE, Cobalt ( IOS, PC) 2012- 2013

Principal Artist: Created key assets to establish quality for artists, and developed procedural system for world population and creation based on player decisions. Implemented techniques to exploit new generation of systems; migrated Art Department to PBR shaders; established resource management and production across studio for in

Project Carbon (WiiU, PS4, Xbox One, PC) 2013 - 2015

Leadership Training Course completion “Reverb” 2019