Eric Montanari
*** ********* ****** ********* * San Francisco, CA 94107
************@*****.***
http://ericm3d.com/
EXPERIENCE__________________________________________________________
Present Creative – Contract 3D Artist Galactic Conquest, April - present. 2011
- Worked from original concepts to create final in game assets
- Created clean, low resolution models in 3DS Max
- Created efficient UV layout in 3DS Max and Headus UV Layout
- Textured models in Photoshop CS4
- Worked with feedback from the Art Director to ensure the quality look and feel of the final in-game assets
EA Tiburon - TFT Character Modeler: Tiger Woods Online, April - Aug. 2010
- Created High resolution sculpts for normal map extraction of human and clothing models
- Created clean, deformable and efficient models in Maya and Zbrush
- Textured Art assets Using Adobe Photoshop and Pixologic Zbrush
- Created UV Layouts for art assets in Autodesk Maya
- Converted Xbox360 and PS3 assets in Maya into the Unity Game Engine for T.W.O. Proshop
EA Tiburon - Extra Development: Tiger Woods PGA Tour, April - Aug. 2010
- Created High resolution sculpts for normal map extraction of clothing models
- Created clean, deformable and efficient models and UV Layouts in Maya and Zbrush
- Textured Art assets Using Adobe Photoshop and Pixologic Zbrush
Student Project - Lead Artist: Drifters Game, Jan. - Aug. 2009
- Managed a team of 10 artists
o Created rules and guidelines to maintain the visual target and feel of the game
o Created rules to organize the creation and implementation of art assets in the game, using Zbrush 3.1, Maya 2008, Adobe Photoshop, and Headus UV layout
o Used Perforce Perforce for the organization and implementation of art assets
- Character Artist – Drifters Game
o Created and UV-mapped character models using a Zbrush 3.1, Autodesk Maya 09
o Textures character models using Zbrush 3.1 ZappLink, and Adobe Photoshop CS3
o Created concept art in Adobe Photoshop CS3, and Corel Painter X
- Rapid Prototype Production
o Created 3D models for prototype games in multiple engines.
o Conceptualized characters and environments for multiple two week rapid prototype games, and one three week rapid prototype game
SOFTWARE___________________________________________________________
Proficient Software
Pixologic Zbrush 4, 3DS Max 2010, Autodesk Maya 08-10, Adobe Photoshop CS4, Adobe Illustrator CS4, Crazy Bump, xNormal, Headus UV Layout, Adobe Flash CS3
Engines
Unity, Gamebryo, Unreal Editor, XNA, Panda, Flash
EDUCATION___________________________________________________________
MS - Interactive Entertainment Media, received December 2010
University of Central Florida, Florida Interactive Entertainment Academy
- The University of Central Florida’s Florida Interactive Entertainment Academy (FIEA) is a sixteen month graduate program with a corporate structure. We studied the fundamentals of game design, the production process, and life in a game design company.
BFA - Graphic Design Concentration, received May 2010
University of South Florida, School of Graphic Design
- The University of South Florida’s School of Graphic Design is an exclusive program which admits no more than 20 students every year based on a portfolio review. My education focused on design theory, studying the history of the graphic arts, the way we perceive, and the balance between the use of image and typography. We worked in print, as well as web design.