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[CLOSED] Senior Technical/VFX Artist with a lot of experience in UNIGINE is looking for job (Florida, USA)


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I personally highly recommend Ken, he is a very talented and productive developer working on multiple UNIGINE-powered projects from 2007 (at least 2 of them are not listed here because of NDAs).

 

Kenneth Mayfield
Senior Technical/VFX Artist

steyrboy@gmail.com

954-654-9576 (USA)
 

 QUALIFICATIONS

§ Over ten years experience in Game Development

§ Expertise in all disciplines of Game Development

§ Experience on seven AAA titles

§ Development experience on Xbox One, Xbox 360, PS3, PC, iPhone, Droid

§ Expert knowledge in 3ds Max, Photoshop, Unigine, Unreal 3, Unreal 4, Unity, C++, Workflows/Pipelines, and several Scripting Languages

§ Conversational German

 

EDUCATION

Bachelor of Arts, Emphasis in Multimedia and Game Design - December 2005
Specializations: 3D Modeling, Level Design, and Programming for Games.
University of Advancing Technology, Tempe Arizona, USA

 

PROFESSIONAL EXPERIENCE

 

Darkside Game Studios,

Phantom Dust (Xbox One, Unreal 3), Borderlands: The Pre-Sequel (360, PS3, PC, Unreal 3), Sunset Overdrive (Xbox One, Proprietary), Aliens Colonial Marines: Stasis Interrupted (360, PS3, PC, Unreal 3), Before the Nexus - Ratchet & Clank (iOS, Android, Unity), Spec Ops: The Line (360, PS3, PC, Unreal 3)
Senior Technical/VFX Artist • Jan 2012 – Feb 2015 • Sunrise, Florida

 

§  Created and maintained art pipeline, workflow, and tools across multiple projects

§  Crossed disciplines between Technical Art and Visual FX when needed

§  Reviewed and enhanced performance on all platforms

§  Bridged communication between all departments

§  Assisted all departments in technical documentation

 

YAGER Development GmbH,

Spec Ops: The Line (360, PS3, PC, Unreal 3)                    
Senior Technical/VFX Artist • June 2008 – Jan 2012 • Berlin, Germany

§  Created and maintained the art pipeline (verbally and programmatically)

§  Rapid prototyping

§  Innovation in runtime Special FX

§  Reviewed and enhanced performance on all platforms

§  Bridged communication between all departments

 

Strange Games,

Demolicious (iOS, Unigine)
Director of Technology • Apr 2011 – Current • Berlin, Germany

§  Co-Founder and leader of the technology team

§  Created core gameplay, animation, physics and VFX systems

§  Pushed engine limits to present best possible graphics and physics

§  Ensure stability and proper deployment to iOS and Android devices

§  Ported existing game demo (Bento) to iOS and Android

§  Led a small team of local and remote employees

 

Monolith Productions,

F.E.A.R. 2Condemned 2 (360, PS3, PC, Proprietary)                       
Technical Artist • Mar 2007 – Jun 2008 • Kirkland, WA

§  Streamed the entire game from front to back

  • Worked closely with the Engine team to solidify Content, Streaming, and Art tools

§  Trained the entire Level Design department regarding performance, streaming

§  Managed all art outsourcing

 

SteamPunk Studios,

Bento and the SideShow Fiesta (PC, Unigine)
Director of Technology • May 07 – Jan 11

§  Co-Founder and leader of the technology team

  • Personally converted a rendering engine into a game engine (Animation, Gameplay, Cinematics)

§  Created an entire playable, stable game demo

§  Led a small team of local and remote employees

 

Ballena Technologies Inc,

Live Nation Music Venues
3d Architectural Modeler • Nov 2006 – Mar 2007 • Bothell, WA

§  Led team of artists to create real-world locations in 3d

§  Scripted tools to optimize rendering

§  Translated photos and blueprints accurately into a 3d scene

§  Communicated with clients to ensure product accuracy

 

Microsoft Game Studios,

Gears of War (Xbox 360, Unreal 3)
Quality Assurance • Sep 2006 – Nov 2006 • Redmond, WA

§  Identified and reported technical issues found within the game

  • Communicated performance problems remotely to the team at Epic via in-house tools

 

Dodgeball,

Half-Life 2 Modification (PC, Source Engine)
Technical Artist, Multiplayer Engineer • Created June 2005 • Tempe, AZ

§  Led a small team of unpaid artists and programmers

§  Nominated for best Modification at the Game Developers Conference

§  Over 1 million downloads

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