I specialize in modeling realistic, hard-surface and organic props for a diverse set of environments from photo reference, style sheets, and concept art during the art creation process. My knowledge of the gaming industry production process allows me to meet firm deadlines.
I have a very good knowledge of 3ds max 2014, Photoshop CS6, Mari 2.0, Autodesk Mudbox 2014, and Z-Brush 4. I can effectively map out UV Shader Maps to from next-gen hi-resolution geometry for use with low polygon models. I am able to hand-paint textures via wacom tablet, manipulation photos to obtain a seamless texture map as well as create procedural texture maps such as Normals, Specular, Ambient Occlusion, and Emissive maps. My background in fine arts, gives me keen knowledge of composting, scale, an eye for color, and lighting.
I am confident in creating environments, weapons, vehicles, buildings, and props. I can animate props as well as import/export models to engines such as Unreal’s UDK – Editor, Unity and Crytek. My additional knowledge of programming languages such as C++/C, Directx, Java Script, Max script, Python, Actionscript, html and php gives me the ability to modify code as well as debug teammate’s code sheets.
I feel that my diverse background in fine/visual arts and Game Design knowledge makes me a skillful asset and great overall candidate for the job.
Samples of my recent work may be seen via resume links.
Demo Reel: http://youtu.be/9CSwIYLxZBA
Portfolio: http://www.behance.net/devinkeys
Degree: http://i1244.photobucket.com/albums/gg575/d3dkeys/8c5c2c40.png
Artist Blog: http://devinkeys.blogspot.com/