Nicole Ann McGuire
2D Artist/3D Artist (Texturer/Modeler/Lighting)
Desire to apply a propensity for lighting and texturing 3D environments and props, efficiently learn new skills, and further develop professional experience gained through lighting 3D games for the console market.
Experience with texture maps and UV unwrapping.
Modeling high and low resolution environments and props.
Creating high and low resolution texture maps in Photoshop.
Understanding of color theory, forms and details.
Passionate 3D Artist and advanced Photoshop user.
3D Programs - Autodesk Maya, Autodesk SoftImage XSI, 3DS Max, Pixologic. Z-brush, X-Normals, Crazy Bump, Unreal Editor, Unity, and Scene Designer.
2D Programs - Adobe Photoshop, Adobe Illustrator, Adobe DreamWeaver, and Adobe Flash.
Editing Programs - Nuke, Final Cut Pro, Hansoft and Adobe Premiere.
Junction Point Studios
May 2012 - August 2012 (contract)
Title: Epic Mickey 2: The Power of Two
Lit, enhanced levels for Wii, Xbox 360, and PS3 by adding lights to focus on major events in the game and guide the player through the level.
Painted vertex to create a more immersive environment.
Learned Scene Designer in one week to begin lighting levels on Epic Mickey 2.
Created Skeletons to glow brightly so they would stand out using scene designer.
Explored next gen lighting rigs before the rest of the lighting team.
Transported most Wii lighting over to the net gen set up but copying lights and changing lighting settings to be compatible with next gen systems.
Worked with environment team by sitting down together to solve issues from the import of the next gen lighting and assets .
Utilized dynamic lights to enhance the players experience in the environment by creating moving shadows.
Figured something out and taught teammates.
Tools: Photoshop, Maya, Scene Designer and Hansoft.
Full Sail University
Bachelors of Science Degree in Computer Animation, 2009 – 2011.
Curriculum covered lighting, rigging, character modeling, compositing, and animation.
Learned how to use parti volumes in Maya to create god rays in a scene.
Learned Mental Ray shaders in Maya to make a better demo reel.
Aware of how to cut down render times efficiently in Maya.
Learned to use Unreal Engine to make a environment.
Learned color theory, and attention to detail.
Learned Mental Ray shaders in Maya to help create a better demo reel.
Tools: Autodesk Maya, Autodesk SoftImage XSI, Pixologic. Z-brush, X-Normals, Crazy Bump, Unreal Editor, Unity, Adobe Photoshop, Nuke, Final Cut Pro, and Adobe Premiere.
Demo Reel - http://www.youtube.com/watch?v=E_vmcqiVZMM
Portfolio - http://nicoleannmcguire.wix.com/nicoleannmcguire
Linkedin - http://www.linkedin.com/pub/nicole-ann-mcguire/34/37/a02