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CV

CV_Anchor

Steve @ ESKORRA - 3D | hello@eskorra-3d.com
 

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A 3d artist specialising in the development and production of hard surface / organic models
and animation for use within real-time applications and game engines. Over 10 years experience and two completed university degrees focused upon the deployment of industry standard tools such as 3ds max, Unity 3d and Photoshop etc.


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Qualifications / Awards -

MSc Computer Games Technology, The University of Portsmouth

BSc (Hons) Computer Games Technology, First Class, The University of Portsmouth

Sony Computer Entertainment Prize for best Computer Games Technology Student (first place)

HNC Computer Aided Design (Design Engineering), Bournemouth University (legacy)

AVCE Design Engineering, BB grade, Cornwall College (legacy)

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- Software Experience -
- 3ds max -

> Hard surface / organic 3d asset modelling. Experienced in environmental modelling for use with real-time applications such as game engines, but also very capable of adapting to any 3d-based design work as may be required of me. Also able to model organic assets like characters and foliage etc in addition to hard surface work.

> Efficient authoring of UV mapping with stacked / offset UV layout that is compatible with LOD requirements and appropriate texel densities.

> High quality Normal / Ambient Occlusion maps generated via 3ds max Bake to Texture toolset.

> Character / asset rigging and skinning with 3ds max Biped and CAT Objects.

> Keyframe character animation (such as run, walk, jump cycles etc) as well as hard surface asset animation (reload weapon, environmental object interaction etc).

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- Unity 3d -

> 3d models FBX import and correct set up via Unity Inspector.

> PBR materials creation using Albedo, Normal, Ambient Occlusion, Metal maps as well as Detail masks.

> LOD and draw call batching set up with efficient use of materials and UV arrangement.

> Thorough understanding of game engine lighting techniques such as real-time global illumination, light map baking etc.

> Some experience in scripting enemy behavioural routines, gameplay mechanisms and game state management with C#. 

 
- Photoshop -

> Understanding of image file types and properties, appropriate image resolutions for game engine use and colour bit depths.

> Able to produce game-ready seamless textures such as woodgrain, sand and foliage etc.

> Channel packing set up for game textures via RGB-A for efficient PBR draw calls at runtime.

> Competent at reworking / cleaning images and game texture maps using the Photoshop toolset, layers and filters.
 

- Previous Software Experience -
Previous experience in using other CAD / design packages such as Unreal Engine, Maya, Blender, Z Brush, Mudbox, xNormal, Sony Vegas Pro, Premiere Pro, Pro/ENGINEER, CATIA and AutoCAD. I am confident that I could quickly retrain on any of these packages or their modern equivalents if required to do so.

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- Additional Experience -

> Fundamental understanding of the creative design process, either in physical product design or software development methodologies regarding planning and execution of projects (including creation of design documentation).
Familiar with key stages of the design process such as client brief / requirements, project specification, market research and identification of opportunities, concept design and finalisation, prototyping / proof of concept, milestones, QA testing and product release.
> Thorough appreciation and understanding of the multiple roles within games development (concept artist, 3d artist, programmer and QA tester etc) and how they interlock into one cohesive team.

> Training in contextual design and aesthetic of the fictional characters and environments that are found within modern computer games and films, as well as an overall understanding of media genres and archetypal narrative structure.
 

- Miscellaneous -


> A genuine love for the creation of 3d models, animation and the other types of digital media that are used to deliver engaging content through various forms of story-driven interactive narratives. 
> Strong work ethic and high attention to detail. Always punctual and reliable, able to lead and work from initiative. Articulate and well spoken, comfortable with public speaking and delivering presentations alone or as part of a team.

> Mechanically-minded and highly efficient with hand tools, as well as previous experience in the operation of workshop equipment such as centre lathes, pillar drills, milling machines etc.
> A clean, full UK driving licence. Willing and able to commute to work / relocate for the right role.
Ownership of a professional-level PC for remote 3d work from home if required.

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