What To Put In Animation Portfolio For Blizzard Internship
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Objective
To create aesthetically-rich virtual worlds in an surround that values personal growth and mentorship.
Skills
- lowpoly asset cosmos in Blender, Maya, and 3DS Max
- stylized texture painting in Photoshop and 3D Coat
- texture map cosmos in Substance Painter and Designer
- highpoly sculpting in ZBrush
- map baking in xNormal
- material authoring, set dressing, and lighting in Unity, Unreal, and Marmoset Toolbag
- concepting props and environments
Experience
3D Creative person - Blizzard Entertainment
Wintertime 2017 - Present
- Concepted, modeled, and textured plant, tree, and stone kits to fit the theme of each zone and to be maximally usable past level design.
- Painted sets of tiling terrain textures that complement each other and work inside a zone'southward color scheme.
- Modeled, propped, and lit organic interiors (caves) using Blender, 3DS Max, and proprietary editing tools.
- Lit exterior regions, defining how the sky and sunlight looks over the course of the day-night cycle, during storms, and underwater.
- Created handpainted, fully-blithe skyboxes.
3D Artist - Demodern
Fall 2016 - Winter 2017
- Created a modular housing kit with over twoscore house types in a historic recreation of the High german city of Ulm.
- Synthetic the city in Unity including terrain painting, particle effects, mail effects, and lightmaps baked externally in Blender.
- Directed external artists in creating primal buildings to a loftier degree of historical accuracy.
- Worked with the lead programmer to ensure a constant minimum framerate of 90 FPS in a scene with over 8,000 props.
3D Artist - Goodgame Studios - 4th Floor
Spring 2014 - Summertime 2016
- With the surround art lead, created a style guide for a new IP that fit the art manager's vision and the game's practical requirements.
- Documented the non-destructive, standardized workflow used by the art team to create stylized textures.
- Modeled, textured, and placed fundamental regions of game levels in the Unreal Engine.
Environment Creative person - Tale of Tales
Autumn 2012 - Spring 2013
- Worked remotely with Tale of Tales to create art for the prototype version of the game, An Empty World.
- Created, lit, and busy draft levels in the Unity engine.
- Translated the distinctive vector mode of children'south book illustrators Meomi into realtime 3D.
Environment Art Intern - Blizzard Entertainment
Summer 2012
- Modeled and textured game-set up props for the Earth of Warcraft expansion, Mists of Pandaria.
- Painted concepts for original game assets, with a focus on plants and copse.
- Produced texture variants for existing assets to create a more visually-consequent game earth.
Art Intern - Pixo Grouping (formerly Pixofactor)
Summer 2011
- Modeled, unwrapped,and textured an iOS-spec 3D surroundings in under fifty,000 tris.
- Created concept paintings for the iOS and Android game, Gaslight.
- Created how-do-you-do-res props for a promotional 3D brusk film.
Education
Boosted Classes
- CGMA - Plants and Vegetation for Games with Jeremy Huxley, November 2020
- Illustration mentorship with Garrett Hanna, December 2019
- CGMA - Fundamentals of Blueprint with Tyler Edlin, July 2019
- Schoolism - Fundamentals of Lighting with Sam Nielson, October 2018
Savannah College of Art and Design
May 2012
- Master of Fine Fine art in Interactive Design and Game Development
- 4.0 GPA
Michigan State University, Honors College
December 2010
- Bachelor of Arts in Telecommunication, Information Studies & Media
- Bachelor of Fine Arts in Studio Art, graphic pattern concentration
- Game Design and Evolution Specialization
Awards
- 2012 - Winner of the get-go Blizzard Entertainment Student Art Contest
- 2012 - Reveal, Best Student-Created Game at Meaningful Play 2012
- 2011 - SCAD Entelechy Award for Best Grapheme and Nugget Pattern for the model "Pestilence"
Source: https://www.pixelbutterfly.com/resume.html
Posted by: harrispresucest.blogspot.com
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