TIM DIAZ 3D SENIOR ENVIRONMENT ARTIST
(This will be the most recent experience)
email@example.com ~ www.timdiaz3d.com ~ http://timmyd3d.blogspot.com/~ www.linkedin.com/in/timdiaz805
3D Studio Max Modo
Substance Designer Substance Painter
343 Industries, Redmond, WA March 2013 - Present
Senior Environment Artist
HALO 5: Guardians (Xbox One)
3D modeling and texturing using 3DS Max, Maya, Substance Designer and Photoshop
Main environment artist on Breakout maps and also helped create the look of the Breakout pallet.
Helped lead a group of artists, as well as managed art direction with outsourcing companies on the Breakout maps.
Map lead on 2 unannounced multiplayer maps directing other artists with style, environment art, as well as managing schedules and deadlines.
Worked closely with design, FX, audio, and skybox teams to turn block-out geometry and ideas into full, finished products.
Technical art, such as LODs, collision, performance and memory optimization.
343 Industries, Redmond, WA Feb 2011 - March 2013
Technical 3D Environment Artist
HALO 4 (Xbox 360)
Created the size of play spaces, as well as set up streaming in parts of the level, controlling pre-loads and drop outs, controlling fields of view for rendering,
and keeping track of memory budgets and data. Worked with lead artists and designers to ensure that their vision was achieved.
3D modeled using Maya, Max, Zbrush, and 3D Coat to create set pieces, as well as optimize others’ art.
Textured props in Photoshop, as well as fixed and optimized textures.
Created custom materials that were aesthetically pleasing, as well as functioned in an optimal way in-game.
Created FX and post-process passes, which enhanced lighting, bloom, and camera exposures.
Animated hard surface and organic props by hand, as well as utilized dynamic and physics packages.
Used Havok, as well as Havok debugging software, for in-game assets.
Helped and led others with pipeline and in-house techniques.
Created new ways to help keep game optimized and at maximum performance.
EG Productions, Burbank, CA Nov 2010 - March 2011
3D Environment Artist
Modeled, textured and lit high poly assets and scenes for TV spots and specials
MABA Media, El Segundo, CA July 2010 - Nov 2010
Modeled, textured and lit high poly assets and scenes for acciedents and crime scenes throughout the country.
Did some animation and rigging for characters and vehicles.
Worked with a team of engineers and used high definition scans and videos of places around the country
Mojo Media, Los Angeles, CA July 2010 - July 2010
3D Render Man and Photoshop Artist
WWE SmackDown vs. Raw 2011 (PS3, Xbox 360)
Help the company finish up renders and touch up for characters in the game
3D Generalist, West Hollywood, CA June 2010 - July 2010
3D Projects for Engineering company and some branches of the Military
Created high and low poly objects
Created texture maps such as diffuse, spec, bump and normals.
Some rigging and animation
Tigar Hare Studios, Sherman Oaks, CA May 2010 - July 2010
Environment Cinematic Artist
Apache (Game Cinematics)
Making high res models and very high res textures using 3ds Max, Photoshop and Zbrush
Sony Computer Entertainment, Santa Monica, CA Aug 2009 - Feb 2010
Environmental Artist/Collision Artist
God of War 3 (PS3)
Modeled and created collision designs for almost entire game
Collisions included running, jumping, climbing and death areas
Also contributed to some battle and swim areas as well as some material and sound effects.
Tigar Hare Studios, Sherman Oaks, CA March 2009 - Aug 2009
Environmental Artist/Cinematic Artist
High poly modeling and texturing of environments
Working on cinematics and and pre-vis for 2K Studios Bioshock 2
Modeled, rebuilt, and made custom Vray shaders for some of the cars for Activisions Blur trailer
Luxoflux, Santa Monica, CA Dec 2008 - March 2009
Transformers: Revenge of the Fallen: The Game (Xbox 360, PS3)
Modeling and texturing assets
Created collision for a good majority of the main game and multiplayer levels
LOD work, some AI work, and asset integration
Isopod, Santa Monica, CA May 2008 - Dec 2008
Low poly modeling, texture artist, tester
Game Tester for Vigilante 8 Arcade for Xbox 360
Game Wizards, Santa Monica, CA May 2007 - May 2008
3D Environment Artist
Mod Team using the Ureal 2 and Unreal 3 engine
Created high poly assets then used projection mapping to a low poly mesh
Made hand made photo real textures
worked on teams of 20-60 people
Mods include: Mythos, Detox, Aftermath
The Art Institute of California Los Angeles, Santa Monica, CA
Bachelors of Science Degree in Game Art & Design
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