dannie_carlone_resume.docx | |
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Dannie Carlone
3D Environment Artist
Email: [email protected]
Online Portfolio: danniecarlone3d.weebly.com
Technical Skills:
Maya & 3ds Max
Low-poly and High-poly modeling
Z-Brush
High Poly sculpting, hand painted textures, creating normal maps, specular maps, and baking matcaps to texture.
Photoshop
Hand-painted and realistic texturing.
XNormal & Knlad
Transferring High poly information into normal, AO , and cavity maps
Work Experience:
Crystal Dynamics: - Environment Artist (May 2014 – Present)
Rise of The Tomb Raider: Asset Creation, Materials, Texturing, World Building. Establishing quality bar of assets on hub levels. Managing environment art level memory, and mentoring jr artist on the team. Working closely with leads and helped established PBR pipeline.
Big Red Button Entertainment: - Environment Artist (January 2014 – April 2014)
Sonic Boom: Asset Creation, Texturing
Cyrptic Studios: - Environment Artist (October 2013 - January 2014)
Neverwinter: Asset Creation, Texturing, World Building
SCE Santa Monica Studio: - Environment Artist (March 2012- February 2013)
God of War Ascension: Asset creation, breakables, Texturing, kitbash props, worked on cinematics
Vigil Games: - Environment Artist Temp (June 2011 – March 2012):
Warhammer 40k: Dark Millenium Online: Asset creation, High poly modeling, kitbash props, World building, Texturing, Collision.
Broken Circle Studios –3D Intern (3 months):
Low poly modeling, texturing, rigging
Dan Carlone Construction -Laborer (3 years):
Laborer, Demolition work
Freelance: - Habitat for Humanity
Logo Creation for Chico State Habitat for Humanity Program
Education:
The Art Institute of California– Inland Empire
Degree: Bachelor of Science
Major: Media Arts and Animation
Graduation: Fall 2011
3D Environment Artist
Email: [email protected]
Online Portfolio: danniecarlone3d.weebly.com
Technical Skills:
Maya & 3ds Max
Low-poly and High-poly modeling
Z-Brush
High Poly sculpting, hand painted textures, creating normal maps, specular maps, and baking matcaps to texture.
Photoshop
Hand-painted and realistic texturing.
XNormal & Knlad
Transferring High poly information into normal, AO , and cavity maps
Work Experience:
Crystal Dynamics: - Environment Artist (May 2014 – Present)
Rise of The Tomb Raider: Asset Creation, Materials, Texturing, World Building. Establishing quality bar of assets on hub levels. Managing environment art level memory, and mentoring jr artist on the team. Working closely with leads and helped established PBR pipeline.
Big Red Button Entertainment: - Environment Artist (January 2014 – April 2014)
Sonic Boom: Asset Creation, Texturing
Cyrptic Studios: - Environment Artist (October 2013 - January 2014)
Neverwinter: Asset Creation, Texturing, World Building
SCE Santa Monica Studio: - Environment Artist (March 2012- February 2013)
God of War Ascension: Asset creation, breakables, Texturing, kitbash props, worked on cinematics
Vigil Games: - Environment Artist Temp (June 2011 – March 2012):
Warhammer 40k: Dark Millenium Online: Asset creation, High poly modeling, kitbash props, World building, Texturing, Collision.
Broken Circle Studios –3D Intern (3 months):
Low poly modeling, texturing, rigging
Dan Carlone Construction -Laborer (3 years):
Laborer, Demolition work
Freelance: - Habitat for Humanity
Logo Creation for Chico State Habitat for Humanity Program
Education:
The Art Institute of California– Inland Empire
Degree: Bachelor of Science
Major: Media Arts and Animation
Graduation: Fall 2011