Jeremiah Clark
*D Modeler,
Game Artist,
Visual Designer
3D Hard Surface Modeling
Texturing Game Art
UI Design Documentation
CONTACT
ABOUT ME
3D artist and digital designer
with 8+ years of experience in
creative fields. I am
experienced in hard-surface 3D
modeling and texturing,
lighting and rendering, low poly
game art, UI/UX, graphic
design, and project and
pipeline documentation.
I have always been a jack-of-all-
trades, able and willing to learn
new tools and techniques and
tackle any challenge. I am open
to relocating for the right offer
and am comfortable with
remote/virtual work.
www.JeremiahClark.com
www.Linkedin.com/in/jclark3d
SKILLS
Art & Design
Software
EXPERIENCES
Lead Game Artist
Tastypill, LLC - March 2021 to March 2022
3D Game Artist
Tastypill, LLC - March 2020 to March 2021
3D Modeling / Visual Design
Freelance - 2013 to 2019
Freelance art and design services focusing on 3D hard surface modeling and texturing, and visual/graphic design.
3D Hard Surface Game Artist (contract)
Pixel Constructor, LLC - 2017 to 2019
3D Modeler & Texture Artist
MR Systems, Inc. - March 2017 to February 2019
**@*************.***
30096 Duluth,
United States
3D Modeling Low Poly Modeling Hard Surface Modeling Game Art & Design Texturing PBR Texturing Procedural Texturing UI Design Graphic Design Vector Art Documentation Visual Design
Modo AutoDesk 3Ds Max AutoDesk Maya Unity 3D Figma Adobe Photoshop Affinity Designer Substance Designer Substance Painter GitHub Marmoset Toolbag HTML & CSS Slack
Managed the creation of 3D art assets for various hyper-casual mobile games from various artists, making changes and optimizations as needed. Established art team standards and workflows and oversaw expansion by interviewing and onboarding new artists.
Created standards and procedure documentation.
Contributed to more than 40 projects, more than a third as sole or primary artist Contributions included creating new 3D Game assets, assembling and altering existing assets, UI design, graphic design, creation of storyboards and wireframes, and implementation of assets in Unity 3D
Maintained library of assets, software, and other tools for art team use. Art and design for hyper-casual mobile games
Concept and Design, Storyboards and wireframes
Documentation, including process and standards docs Hard surface 3D modeling and texturing, including adapting and optimizing purchased and existing assets
Importing assets into Unity 3D, organizing and assembling prefabs, setting up lighting, rendering, and post effects settings
Graphic design and UI design
Contributed to two projects:
Grumpy Witch: Emilia's Revenge: Rapid creation and iteration of stylized 3D game props and assets for 2.5D platformer. Advised on and defined art process update to match styles and bridge gap between new 3D assets and existing 2D assets. Better Off Tread: Proposed, developed, and documented a process for quickly building assets. Using this process, all 3D assets were delivered on time. Created 3D models of water and wastewater treatment plants and equipment, using layout sketches, diagrams, building plans, cut sheets, and parts documents. Worked closely with the Marketing Manager to develop a completely new look for company-wide marketing materials.
Produced artwork for conference booth, billboard, and internal signage. Resume created on 1 / 2
Adjunct Game Art & Design Professor
Art Institute of Atlanta - October 2017 to September 2018 Assistant Game Producer
AGS - American Gaming Systems - November 2015 to January 2017 Embedded Game Tester 2
Cadillac Jack, Inc. an Amaya Company - June 2013 to November 2015 EDUCATION
BFA - Game Art & Design
ART INSTITUTE OF ATLANTA
October 2008 to March 2013
Graduated Magna Cum Laude
AA - Drafting & Design Technology (CAD)
SOUTHERN MAINE COMMUNITY COLLEGE
1999 to 2001
Developed course materials that exposed students to multiple facets of the 3D workflow, and encouraged exploring alternate methods and ways of doing things. Classes taught include Game Modeling, Environmental Modeling, Hard Surface and Organic Modeling, Advanced Hard Surface and Organic Modeling. Coordinated the activities of artists, programmers, designers, and external team members on dozens of games.
Dramatically cut the time required for milestone estimation and reduced the need for input by automating the estimation process in Excel. Managed four complete projects from concept and planning, through production and handoff: Empress Tai Yang, Lucky Peach, Lucky Lamp, and Golden Dragon. Imported game assets into Unity game engine and managed game asset library. Increased throughput to keep pace as production increased by 20% each year. Designed and documented updated test plans and procedures. Got new testers quickly up to speed without losing production speed or quality. Resume created on 2 / 2