Anthony Dee Winrow
****n. Raspberry Dr.
Saratoga Springs, UT 84045
adycc5@r.postjobfree.com
Highlights of Qualifications
* ***** ******* ** **** development
* ***** ** * ** modeler
6 years managing teams of 3d artists
7 years working with unreal engine 4 and unity
1 year working with unreal engine 5
7 years with rendering pipelines including vray, iray, mental ray, and native rendering in unreal engine
Job Related Skills
Ability to use 3DS max
Working knowledge of Maya
Extensive experience and vast knowledge of Zbrush
Expert level proven ability in substance painter
Expert level proven professional with quixel bridge, metahuman, and mixer
Expert level working knowledge of displacement map workflows
Expert in Architectural modeling and organic modeling
Expert level proven character modeler
Expert at every aspect of texturing and UV mapping
Expert level proven rigging and posing
Relevant Experience
I have 7 years of experience working in game development and in that time period I have managed teams of 3d artists of varying degrees. I have directed a range of modeler skill levels and trained/directed them into very marketable and competitive artists. In my own work I strive for the best. I have a proven track record of excellence in my work. I take a very detail oriented approach to modeling and sculpting. I’m also very good at meeting deadlines and staying within poly budgets and technical requirements. Innovation is the key motivator for my workflows and processes.
Relevant Employment
11/2016 to 2017 TwinRayj Studios 3d Modeler
Performed duties such as character modeling, architectural modeling, and environment modeling. I was responsible for creating 3d models for android mobile games.
01-2017 - Present Art Director
As an art director I perform 3d modeling duties as well as managerial duties. I’m responsible for deciding the art style for many of our projects. I lead a team size varying from 1 to 7 3d artists. I’ve had many 3d modelers come through my team with varying skill levels and I’m responsible for directing them into required results in terms of quality and technically sound models. I also assist in the writing of game documentation and I get a percentage of the voting power to decide what projects we’re going to produce. I also work as a project manager giving out weekly assignments and ensuring that deadlines are met and quality is consistent with company standards. I perform duties related to render engineering and level design which includes designing post processing with a heavy focus on lighting engineering and tone-mapping. I’m a character and architectural modeler which in my role as an art director I have the responsibility of creating the highest quality character models as I must be an exemplary example to my team on the type of excellence I expect from them. Aside from that I create the initial models that go into any scene to create a flow and give a visual example for the rest of the team to look at so they can get a visual example of required art style. I also perform duties as a trainer in order to facilitate the directorial part of the job and I must provide very detailed training on processes and workflows to reinforce the behaviors we want to see from our modelers.
Education
1999-2002 Hunter High School
Received High School Diploma
Project work
Codename Garuda
Led a software development project we were working on for research process. The goal of the project was to take astrophysics such as the solar position algorithm and use it to calculate which position the sun should be in the sky based on what day of the month and year it was. The idea was to run a geo-physically accurate simulation that would be able to accurately simulate weather patterns. Our secondary goal was to script ionic particle buildup in the atmosphere to trigger different weather patterns depending on what particle hit a threshold level in the program. I managed a team of 4 people for this project. We were to take the data we gathered from the program and present it in a tangible form. We collaborated using source control since all members worked remotely. My role was to provide the art assets ranging from architectural, props, and particles so that they could be put into a system to visualize the weather patterns. All project development was done in unreal engine.
Planned Packagehood
This was a game which we worked on at twinrayj in which I worked with my team to provide our coders with art assets. My role as a 3d modeler was to provide the art assets for an area of the game that was like an infinite runner. I modeled the environment for that aspect of the project personally and the goal was to use a studio ghibli inspired art style in which I used a process in substance painter that I would take baked map data such as curvature maps, ambient occlusion, height map etc and since those are all raytraced I create a smart material that took the raytraced data and applied it as colormaps of varying intensity onto the meshes. I then used a process that I developed myself to process the data into blur maps with noise to achieve the iconic effect of studio ghibli paint strokes. I did this in such a way that the baked data from the meshes all interacted with its surroundings. This enhanced the line trace effect I achieved.