JOHNNY
JOHNNY
Material Artist - Instructor at Think Tank Training Center
The Graph, Canada

Summary

I'm a video game artist with 10 years of experience. In recent years I have focused on texture and material creation as a Texture Artist.

I spend a lot of time instructing for Think Tank Training Center. I teach the Advanced Environments Production class and was responsible for the Schools' Substance Designer Coursework.

I like to stay busy with other art outside of 3D including Sculpture, aquarium keeping and miniature painting.

I run a youtube channel focused on Substance Designer Education

Feel free to reach out and chat :)

Skills

Game Development3D ModelingDigital SculptingTexturingDigital PaintingMaterialsSurfacingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
3ds Max
3ds Max
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
CRYENGINE
CRYENGINE
ZBrush
ZBrush
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
3DCoat
3DCoat
xNormal
xNormal

Productions

    • Video Game
      Smash and Grab
    • Year
      2016
    • Role
      Environment Artist / Character Artist
    • Company
      United Front Games
    • Video Game
      Disney's Marvel Battlegrounds
    • Year
      2016
    • Role
      Environment Artist
    • Company
      United Front Games

Experience

  • Student Mentor + Instructor at Think Tank Training Center
    Vancouver, Canada
    January 2017 - Present

    I am in charge of the class on Environment production for Games for the 2nd Semester

    I also provide one-on-one instruction and guidance for students as they complete their first demo reels geared towards getting them into the industry as an environment artist.

    In addition I also act as a student supervisor in the advanced term of the Online stream of the School

    http://www.tttc.ca/

  • World Artist at United Front Games
    Vancouver, Canada
    May 2015 - October 2016

    Working as an environment artist - responsibilities Include:

    - Bringing assets through entire pipeline (Initial block-out, modelling, texturing, placement in world and optimization).

    - Working closely with art direction to ensure quality of work, interpretation of concept material, maintaining adherence to style guides and solving any design problems that arise.

    - Working with tech to solve performance issues and keep art overhead at manageable levels.

    - Full Modelling workflows including Highpoly Sub-D, Sculpting in Zbrush and map baking in Xnormal/Substance Designer

    - Texturing workflows include procedural material generation in Substance Designer under a PBR texturing paradigm.

    - Placement of assets in game using proprietary engine.