Abhijeet Singh Makan
Character Modeling / *D Artist / Game Designer
Location: CA Mobile: 510-***-****
Email: *************@*****.***
Summary
4+ years of experience as a Game Designer with plenty of skills like modeling, traditional & digital animation, motion graphics and design.
Comfortable working independently and in team setting.
Good knowledge of the technical aspects of rigging and skinning characters for animation.
Create in-game 2D assets, following the art style and technical constraints.
Interpret concept art, understand art direction and work within the overall game style.
Excellent experience with Graphics applications especially Adobe Photoshop and Illustrator.
Strong skills in 3D Max, proficient with Photoshop.
Knowledge on new texturing and material creation tools such as QuixelSuite or Substance package will be highly valued.
Excellent 3D Sculpting Knowledge both in organic and hard surface (Maya, Max, Zbrush, and/or Mud Box). Marvellous Designer and Substance Painter in digital painting.
Basic knowledge of 3D modelling and mapping.
Has sufficient depth and breadth of technical knowledge to design and scope multiple deliverables across a number of technologies.
Experience converting CAD models for game engines.
Creation of models/assets for game engines.
Fluent in V-ray, M-ray or similar ray trace renderer.
Experience with both mechanical and character animation.
Excellent knowledge of 3D modeling, Lighting, Texturing and Animation especially for architectural environment. Knowledge of character modeling is a big.
Work well under pressure and stick to strict deadlines without compromising on the production quality.
Ability to adapt to change, flexibility, open-mindedness.
Able to communicate with internal and external senior management confidently and demonstrate the professionalism of the job family.
Skills
3D Modeling, Digital Sculpting, UV Mapping, Character Modeling, High Poly Modeling, Hard Surface Modeling Anatomy, Motion Graphics, 3D Max, Zbrush, Substance Painter, Marvellous Designer, Maya, V- ray, M-ray, Quixel Suite, Mud Box, character animation, mechanical animation, SDLC, Agile Process Leadership, Windows, Linux
Education
MFA GAME DEVELOPMENT, CHARACTER MODELING
Academy of Art University, San Francisco, CA
Work Experience
Gameloft, CA May 2018 – Current
Role: Character Modeling / 3D Artist / Game Designer Responsibilities:
Iterate in low fidelity to arrive at the best possible design-then execute at high fidelity to create and deliver shipping quality visuals and content.
Create high-quality artwork within technical budgets and aggressive deadlines.
Create 2D textures from hand and from captured images for real-time rendering in diverse styles.
Create textures in various styles, from cartoon to photorealism.
Assist in creating high quality 3D and 2D art content for internal prototypes.
Lead creation of outstanding artwork within a shot, using various software programs.
Partner with the other creative team members to deliver high- and low-poly 3D models for mobile platform.
Portfolio of excellent high-fidelity character art, ideally has previously worked at a AAA Game Designer
and shipped AAA games.
Provide troubleshooting assistance to customers.
Proficiency with Maya modeling a plus.
Report any potential animation-related issues to the immediate supervisor.
Develop technical competencies to understand the use of materials, construction characteristics, mold making and costing that correspond with the athletic equipment market.
The contractor shall prepare imagery derived geospatial models using 3D modeling reports and products; utilize highly advanced AutoCAD techniques to tailor terrain products and revise plan metric and topographic, and hydrographic, and/or other target features in digital formats; and perform digital data manipulation of imagery and topographic information by querying, viewing, evaluating, and downloading digital data.
Work closely with the design team in the selection of material finishes, furniture, and accessories for new and existing clubs.
Create 3D interior and exterior visuals for internal design team.
Compile and organize high quality images of finishes for new clubs, for rendering purposes.
Hashbrown Systems, India Apr 2012 – Mar 2015
Role: 3D Artist / Game Designer Responsibilities:
Organizing work and backlog using project management/ planning tools i.e. Jira.
Created full game engine to incorporate all specified and unspecified features in the games, including asset rendering, camera movement, dialogs, player actions, menu systems, statistics, and music integration.
Partner with the Technical Art team to develop, test and maintain workflows.
Manage and mentor a creative Character team.
Create composite networks representing the interactivity of game elements.
Create photorealistic real-time resolution game models including UVs and textures.
Provides technical leadership on specific integration activities that are part of an engagement.
Technical support in development of short- and long-term3D Printer sales pipeline to support growth plan.
Create motion graphics and visual elements in a variety of styles and forms, mixing 2D, 2.5D and 3D techniques.
Use motion design to bring informational graphics, data and narrative concepts to life with clarity, impact and fun.
Create library of Equinox equipment and furnishings for 3D modeling purposes.
Assist in posing 3D Maya models, lighting texture and rendering.
Assists with designing and developing user-interface features, site animation, and special-effects elements.
Evaluated and recommended 3rd party 3D engine support.
Analysed Face book Insights, Google Analytics, and other data trends to successfully generate more
traffic and broaden.
Participated in the generation of game scripts and storyboards; solved complex technical problems and identified and addressed performance bottlenecks.
Created graphic designs, audio and game play aspects.
Delegated game art to graphic designer for production quality art.