3d env artist|| level design jonathan smith
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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
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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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
(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
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
(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