John Emerson
John Emerson
VFX Artist | johnemerson@johnemerson.net
Wichita, Kansas, United States of America

About

Self-taught versatile VFX Artist with 2 years of experience in game development. Looking for an opportunity to apply skill set in a visual effects artist capacity. Open to relocation.

To contact please email me at johnemerson@johnemerson.net. Thank you and please return soon!

Resume PDF

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Skills

VFXHard Surface Modeling3D ModelingHigh-poly ModelingLow-poly ModelingTexture BakingPBR TexturingTexturingProject ManagementGraphic DesignArt Direction

Software proficiency

3ds Max
3ds Max
Maya
Maya
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Substance B2M
Substance B2M
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Photoshop
Photoshop
Illustrator
Illustrator
After Effects
After Effects
InDesign
InDesign
Premiere
Premiere

Experience

  • Art Lead at Dreamforge Studios
    August 2017 - June 2018

    - Manage Concept Art and 3D Art teams, ensuring consistency of vision from concept through completion of the in-game assets and environments.

    - Model and texture meshes in Physically Based Render (PBR) style (3ds Max, Substance Designer, Substance Painter, Adobe Photoshop).

    - Rig hard surface meshes for implementation into Unreal game engine.

    - Prototype Unreal Engine implementation of modular 3D animation rigs.

    - Create master materials in Unreal Engine 4.

  • Consultant at Sole Proprietor
    May 2016 - January 2017

    Identify problems and concerns, research and recommend solutions to clients based on needs and specifications.

    - Slawson Companies, Commercial Real Estate - Manage research, development, and presentation of a virtual reality entertainment tourist attraction facility with a valuation in excess of $60 million. Incorporate market factors and conditions including alternative funding sources like Sales tax Revenue (STAR) Bonds, EB-5 funding, grants, and gross receipts.

    - Fractured Reality Studios - Identify art department software and personnel needs, file specification standards, and production barriers. Recommend solutions to owners.

    - Quickdraw Studios - Identify art department software needs, production barriers, and non-personnel department operating budget.

  • Modeler at Saving Throw Studios
    January 2016 - January 2016

    - Model and texture hard surface meshes in Physically Based Render (PBR) style (3ds Max, Substance Designer, Substance Painter, Adobe Photoshop).

    - Rig hard surface meshes for implementation into Unity game engine

  • Founder at Dream Forge, LLC
    January 2013 - January 2016

    - Establish mobile applications studio.

    - Oversee production of video games and mobile apps (unity software engine).

    - Direct art styles and asset creation.

    - Design UI wireframes and UI assets (Adobe Photoshop and Illustrator).

    - Manage outsourced contractors.

    - Create and manage production schedules and operating budgets.

  • Founder / Lead Level Designer at Dream Forge Maps
    January 2012 - January 2014

    Establish international team of level designers to create multiplayer levels.

    - Oversee production of levels, quality assurance, marketing, and consulting activities.

    - 2 levels incorporated into official Activision Blizzard properties and events.

    - 4 levels incorporated into major international eSports tournaments (sponsors Major League Gaming, ESL Gaming Network, Collegiate Star League, and Global Starcraft League).

    http://liquipedia.net/starcraft2/Dream_Forge_Maps