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Engineer Project

Location:
Los Angeles, CA
Posted:
October 02, 2012

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Resume:

Vas'Drakken

**** * ******** ** #***

Los Angeles, CA 90029

United States

ph: 609-***-****

***@**********.***

Art Gallery

Demo Reel

Sketchbook

Work in Progress

About the Artist

Swans

Game Levels

Traditional art

Fiction

Fun Stuff

VXFS

Lyricks

Benjamin Solheim

1216 N Edgemont St Apt #400 Los Angeles, CA 90029

609-***-**** ***@**********.*******://www.vasdrakken.com

Objective:i"?

To find challenging and rewarding work in a dynamic environment.

Education:

Full Sail University

Orlando, FL - July 2008

Bachelor of Science in Computer Animation

Focus in Environment Modeling / Shading & Lighting

Ocean County College

Toms River, NJ - December 2005

Associate in Applied Computer Science (AS.GE.CS.CSTT, CPE.GENERAL)

Programming, Databases, Photoshop, Web Site Design

Student Government senator and representative to academic standard committee

i"?

Work Experience:

Volt (Activision QA LA)

QA tester for Activation's Modern Warfare 3 and Elite marketing website.

Found critical bugs.

i"?

PrimericaFinaical AdvisorApril 2011Aug 2011

Helping People save and make money

Finding Ethical ways to to improve wealth

i"?

Zoic StudiosIntern / ArtistJanuary 2010June 2010

Transporting Digital Media, between Studios in the greater LA area

Built assets for production leads and producers, under short deadlines

Kept my mouth shut about items under NDA

Worked in the modeling discipline, shading and lighting, Textures and UVs, Animation for

one small object, and rigging an intern project with SDK to mimic a rigged and weighted

character that due to being hard surface and non-deforming could be cheated with a low

over head rig.

Vizual F/X Studios LLC: (January 2009

closed)

Modeler & Texture ArtistSeptember 2008January 2009

Responsible for translating 2D concept art into Polygon Meshes for use in Vizual FX's

proprietary game engine, and for Xbox live title.

Modeling & U/V Mapping in Maya

Creating Zbrush-ready hard surface and organic low resolution Polygon Meshes

Building and detailing high-resolution hard surface models in Maya for use as Normal

Maps.

Worked with both Realistic (MMO) and Toon Style (Cart Game)

i"?Proprietary game engine, and for Xbox live title.i"?

Abbtech Staffing

NMCI Project

Tier 3 Sweep Team / System Engineer

Sweep Team dedicated to issues of the upgrade of the Navy and Marine Corp systems.

Fixing network printer configurations and linking end-users to printers, syncing PDAs and

email

General desktop support such as recovery of corrupt files, fixing network configurations,

Answering trouble-tickets dealing with difficult end users when their application did not

work the way it did before the deployment.

Various Staffing Agencies

Systems EngineerOctober 2001November 2005

Systems Engineer, Information Technology Consultant

Military/Civilian Projects, Roll outs, Site Surveys, Sweep Team

Tech Solve Global: 10/20037/2005System Engineer

Mars Employment, Inc: 1/20035/2004System Engineer

Abbtech Staffing, NMCI Project: 8/2002 10/2005 Tier 3 Sweep Team / System Engineer

i"?

United States Air ForceAAWSJ / Medical Admin / Weather Forecaster

E 4 Senior Airman July 1997August 2001

i"?Honorable Discharge

DOD Secret Security Clearance

Technical Skills:

Patience and logical able to resolve issues without getting overwhelmed or frustrated.

Firm understanding of lighting and color theory

Traditional Sketching on pads and doodling in Adobe Photoshop and Paint Shop Pro

Polygon and NURBS Modeler with subsets in Environments, Texturing, Rigging and Scripting

Familiarity with Maya and 3DMax s modeling, texture and lighting systems.

Effective use of transparency in creation of efficient foliage and fake windows.

Maya application development - Mel Script tool development to assist in building complex

objects.

Integration of high and low resolution assets, from Maya, Max, Zbrush, C4D through object

conversion and the use of FBX file format

Understanding of Unreal engine optimization of assets.

Geometry optimization for normal maps.

Lighting and Shading optimization for Mental Ray render and game engine renders.

Multi-pass rendering and composition using Diffuse, Specular, Shadow and Occlusion

passes.

Maya application development - Mel Script tool development to assist in building complex

objects.

Integration of high and low resolution assets, from Maya, Max, Zbrush, C4D through object

conversion and the use of FBX file format.

Understanding of Unreal engine optimization of assets.

Geometry optimization for normal maps.

Patience and logical able to resolve issues without getting overwhelmed or frustrate.

Creating efficient foliage rendering, both as paint effects and simple transparent plane.

Mental Ray render optimization

Programming & Scripting Background (Mel, C++, Assembler and Java Script.

Shorter form: Jan 2012

Copyright - Benjamin Solheim "VasDrakken". All rights reserved.

1216 N Edgemont St #400

Los Angeles, CA 90029

United States

ph: 609-***-****

***@**********.***



Contact this candidate