Judeh
Simon
Cell (415) 370-3379
judehsimon@hotmail.com
OBJECTIVE
To secure a position that allows for further growth in the company
utilizing my skills in 3D modeling, texturing and traditional
art background.
SKILLS
• Character and props modeling, uv mapping.
• Environment modeling and mapping.
• Texturing; painting textures from concept art and photo manipulation
skills.
• Low polygon modeling and polygon optimization.
• Traditional art training, strong drawing and painting skills with attention
to detail.
• Understanding of color theory, light theory and composition.
• Collaborate with team to ensure constant communication and sharing of
knowledge.
• Leadership and problem solving skills as supervisor in corporate environment.
• Ability to work under strict deadlines and adhere to schedules.
• Expert skills in Maya 8.
• Strong skills in 3DS Max 7.
• Expert skills in Adobe Photoshop CS3.
• Strong skills in Corel Painter X.
• Strong skills in ZBrush.
• Knowledge of AutoCad and Architectual plans.
WORK EXPERIENCE
Backbone Entertainment (2006 - 2009)
Character Modeler / Texture Artist / FX Artist
Feb 2006-Jan 2007
Brooktown High: Senior Year
Platform: PSP
Publisher: Konami
Release Date: 5/22/07
Created all high res and low res character texture files.
Developed 5 variations for each texture file that fit the same model geometry. Uv layout. Environment particle effects. Created animated character props. Maintained all character texture.csv files.
Feb 2007 -Sept 2007
Death, Jr. 2: Root of Evil
Platform: Wii
Updated character, props and environments from DJ2 psp system to fit the Wii system. Increased poly count or remodeled. Increased texture sizes Applied Wii specific shaders to files.
July 2007-Aug 2007
Activision Shrek XBLA
Platform: Xbox360
Created particle effects. Attached emmiters to characters, props and pick ups. Ensured effect correctly displays in game.
Sept 2007-Jan 2008
Psynapse
Platform: PSP
Created animated props. Created all in game special effects
Jan 2008 - 2009
Astro Boy
Platform: Wii
Character modeling and texturing. Prop modeling and texturing.
Electronic Arts (5/2005- 9/2005)
3D Modeler/Texture Artist
Sims 2
Platform: Playstation 2
Modeled low and high polygon versions of 3D characters/clothing/accessories asset variations. Painted textures based on predetermined art style for game. Created texture variations for assets. Tested final models for weighting and deformations. Imported final models into game for texture verification, made corrections to textures that displayed poorly in game.
Freelance work
• Coloring work on Frank Miller's Robocop #8 comic for Avatar Press (2005)
• Logo and Graphics Design for Eyebite Productions. (2004)
• Character re-design on He-Man characters for fan based project. (2004)
EDUCATION
Concept Art/Massive Black (2005)
- Traditional
and digital art 4 day workshop
City College San Francisco (2003- current)
- Continuing Education Fine Art workshops
Academy of Art University San Francisco (1999 -2002)
- 2D and 3D Animation Major
University of San Pedro Sula, Honduras (1994 -1998)
- B.S./Industrial Engineering
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