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ghost
Program Used:
Autodesk 3ds Max Photoshop CS5 Apprx. Time to Completion: 120 Hrs ~ Five days Original Design By Bungie I was inspired of Bungie's new game, Destiny, so I decided to model the Ghost. Bungie released the design documents for the artist reference, So I started to model the reference in high poly. Then modeled the low poly for baking technique. The challenge in this was making the color look perfect using spec and diffuse.
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MAG CHARGER
Program Used:
Autodesk 3ds Max Photoshop CS5 Quixel Suite Apprx. Time to Completion: 120 Hrs ~ Five days Original Design By Free Radical Design The Mag Charger was one of my favorite gun in Time Splitters: Future Perfect. Originally started with the high poly to capture the edge curvature, then modeled the low poly version for baking procedure. Jumped into photoshop to add finer details to the gun such as scratch, wears, and aged. The interesting challenge that I learned from making this gun was to make it fold into a suitcase.
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Closing Time
Program Used:
Autodesk 3ds Max Photoshop CS5 dDo Approximately time to completion: 120 Hrs ~ Five days Original Design By Bungie Closing time was inspired by Bungie with the reveal of the drawing board - Closing Time. First, I began making the high poly version of the gun, with basic surface material applied. From there, I created the High poly/low poly to baked the normal, diffuse, and specular map. I used Quixel's dDo to generate some base materials, and then I added details for forest/tundra environment settings to give the overall Military Metal / Amazon Wood type.
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Shotgun
Program Used:
Autodesk 3ds Max Photoshop CC Quixel Suite Approximately time to completion: 48 hrs ~ 2 days I originally had this shotgun modeled as a regular normal 2 barrel shotgun. With some suggestion from my friends, I upgarded the shotgun with two additional barrels and a bayonet at the end. Went from high poly detail to low poly, and then baked into Quixel dDo for final touches.
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Résumé
Lead Software Engineer for Season Group USA August 2014 - Present
Lead Programmer for Desylum: A State of Mind Game November 2013 - May 2014
Lead Programmer for Tri-Dragon Game March 2013 – December 2013
Level Designer for Source Game Engine July 2011 – December 2013
Department of Visualization TAMU February 2011 – March 2011
- Responsible for design in-house applications to increase productivity (VS2015/Delphi)
- Direct control and data management between client and Server SQL management.
- Provided fast, powerful, and reliable data mining utility for supervisor and manager.
- Interact with users to ensure their satisfaction with the applications.
Lead Programmer for Desylum: A State of Mind Game November 2013 - May 2014
- Responsible for creating prototype scripts and introducing core mechanics into the game.
- Quickly wrote code and inserted into project for quick demonstration
- Communicated with Programmer and Writers to finalized code design
- Created, modeled, and textured modular assets to ensure mechanics were introduced to players
- Used Unity 3D as the primary Game Engine
Lead Programmer for Tri-Dragon Game March 2013 – December 2013
- Responsible for designing, managing, and implementing core mechanics
- Used C# language to allow the game to run on Xbox 360 or PC
- Created Animation branches for the characters in-game using Mecanim system
- Modeled placeholder character to test the game built with UV map/rig support
- Used Unity 3D as the primary Game Engine
Level Designer for Source Game Engine July 2011 – December 2013
- Created level for special custom game modes on Team Fortress 2 (Saxton Hale and Dodgeball)
- Assisted online community with Hammer Editor troubleshooting and advice
- Recreated Halo 3: Mythic II DLC "Longshore" map in Counterstrike : Global Offensive
Department of Visualization TAMU February 2011 – March 2011
- Concentrated working with 3D application (Autodesk Maya)
- Created and animated dynamic fluids (fog, dust, fire, particle system, water)
- Provided powerful particle system solution to further enhance the project target goal
Education
Northwest Vista College August 2011 - May 2014
Associates Degree in 3D Animation and Game Production Field
Honors: Cum Laude GPA ranked. Texas Scholar. Candidate for San Antonio Education Partnership Scholarship.
Associates Degree in 3D Animation and Game Production Field
Honors: Cum Laude GPA ranked. Texas Scholar. Candidate for San Antonio Education Partnership Scholarship.
Program and Software
Autodesk 3ds Max
Autodesk Maya Zbrush 4R6 Quixel Suite |
Adobe Photoshop
Adobe Illustrator Adobe After Effects Microsoft SQL Server |
Source SDK
Unity 3D Visual Studio/Delphi Unreal Engine 4 |