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Professional 3D Modeler & 2D Texture Artist

Location:
Redmond, WA
Posted:
March 23, 2016

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Resume:

Armando Durruthy

Mountlake Terrace, WA 619-***-**** *********@*****.*** http://www.armandodurruthy.net/

3D Modeler & Texture Artist

High-end 3D artist with significant experience, creativity, and a keen eye for detail. Proven track record and ability to execute on and lead the artistic direction of any given project to meet and coincide with its corresponding business objectives, goals, and core product performance metrics. Expertise in conceptually thinking outside of the box and using analytical, technical, and creative abilities to bridge between artistic vision and technical implementation. Skilled at communicating and coordinating with upper management, cross-team disciplines, and outsourcing vendors and clients to accomplish specific needs for any project and its associated target market. Seeking to utilize experience and talent to make an immediate impact that leads to a positive outcome company-wide.

Areas of Expertise

MAYA / ZBrush / 3DS Max

Topogun / World Machine

Photoshop / 3D Coat

xNormal / The Quixel Suite

Keyshot / Crazybump

Unreal / UNITY Engines

Marmoset Toolbag 2

ZENgine / Rally / Perforce

High to Low Poly Pipeline

3D Modeling

3D Concept Development

Augmented Reality

2D Texture Map Creation

Multi-Pass Shaders

Performance Specs

Optimization

Production Pipelines

Process Improvements

Professional Experience

Microsoft, Redmond, WA September 2015-Present

3D Artist

Iterate in low fidelity to arrive at the best possible design, then execute at high fidelity to create and deliver shippable, high quality visuals and content.

Work closely with management, fellow artists, programmers, and designers to develop best in-house production practices and pipelines for new proprietary technology.

Provide iterative story boarding, mood board creation, 3D conceptual sculpting and modeling to support the concept department.

Collaborate in making experience prototypes with cross discipline peers.

Responsible for creating high poly 3D source models and their corresponding optimized low poly in game assets, with accompanying textures for real-time rendering in photorealistic and non-photorealistic styles.

Generate characters, vehicles, weapons, environments, hard surface objects, organic assets & props.

Key Accomplishments:

Work in ambiguity, while consistently delivering timely results that exceeded expectations.

King, Seattle, WA March 2015-September 2015

Senior Game Artist / Rise of Tyrants (Mobile)

Assume responsibility for all visual facets including the look and final development of 3D asset creation of hero and faction-based characters, vehicles, environments, props, and organic modeling.

Work closely with management, artists, programmers, engine team, marketing team, technical artists and designers to develop best in-house production practices and pipelines.

Provide iterative 3D conceptual sculpting and modeling to create quick concepts.

Generate hand-painted texturing for all associated characters, environments & props.

In-game dynamic lighting and static asset light map generation.

Armando Durruthy, Page 2

Key Accomplishments:

Mentor and coach mid-level and junior artists.

Served as key figure in restructuring the production pipeline for faster and optimized development.

Trained in AGILE/SCRUM.

Z2, Seattle, WA 2012-2015

Lead 3D Artist / Metalstorm and Battle Nations 2 (Mobile)

Served as lead artist on sequel titles to “Metalstorm: Wingman” and “Battle Nations 2”.

Worked with programmers, engine team, technical artists, and designers to develop core graphics technology for Z2’s proprietary game engine and corresponding practices.

Conducted sprint planning, task allocation, and asset planning for art team.

Contributed 2D skills to concepts and visual development, including developing and finalizing the game’s villains/antagonists.

Performed hard surface and organic 3D modeling, texturing & lighting for every aspect of the game.

Key Accomplishments:

Functioned as principal artist and collaborated with studio art director to conceptualize, establish, and lead the artistic vision for these franchise titles.

LEGO, Louisville, CO 2008-2012

Senior 3D Artist / The LEGO Universe MMO (PC)

Served as a senior 3D artist on the world art team that designed/developed The LEGO Universe MMO.

Key Accomplishments:

Collaborated with programmers and designers to accomplish rapid prototyping and implementation of environmental art assets for real-time, in-game use.

Key member in restructuring and implementing new production practices for the “Free to Play” relaunch.

Idol Minds, LLC, Louisville, CO 2008

3D Environment Artist / Pain (PS3 & PSN)

Served on team that designed and developed PAIN for the PS3 and PlayStation Network.

3D modeling, texturing, and physics application for dynamic environments and props.

Key Accomplishments:

Created and maintained game’s downloadable content look after initial production.

Collaborated with level designer to accomplish rapid prototyping, development, and implementation of destructible and non-destructible environmental art assets for real-time, in-game use.

Independent Freelance Contractor, San Diego, CA 1996-2004

Artist / Illustrator ( comicbookdb.com/creator.php?ID=2713 )

Created sequential art illustrations in pencil and ink for DC Comics, Marvel Comics, WildStorm Studios, DarkHorse Comics, Tidal Wave Press, Devil’s Due Publishing, and Crossgen Comics.

Work on numerous high-profile comic book titles in conjunction with a team freelance artists in to produce artistically climactic and highly advantageous sequential art, including “Justice League of America”, “The Adventures of Superman”, “Wolverine ”,“The Uncanny X-Men”, “The Invincible Iron Man”, “Star Wars”, and “Resident Evil”.

Key Accomplishments:

Commissioned, completed, and obtained approval for 250+ pieces of original art to date, most notably depicting licensed characters from the Marvel and DC Comics Universe.

Armando Durruthy, Page 3

Education

Bachelor of Science, Game Art and Design, The Art Institute of California, San Diego, CA

Life Drawing & Illustration, Art Academy of Los Angeles, Los Angeles, CA

Certification / Training

ZBrush Certification with Ryan Kingslien

10-week certification course in ZBrush 4r6

3D Environment Art Creation in Unreal Engine 4 with David Lesperance

10-week course on modular asset creation in Unreal Engine 4

Futurepoly

12-week refresher course on industry-standard 3D environment art production pipelines and workflows



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