PROFESSIONAL EXPERIENCE

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1 Randy Sharp rd Place NE #1068 Redmond, WA Cell phone: (805) VFX Demo Reel: Animated Film Centric Demo Reel: IMDB: QUALIFICATION HIGHLIGHTS 27 years in the 3D field, in product engineering, film, television, real-time and game production. Mastery of multiple 3D, 2D, and administrative software packages. Deep professional experience and training as a team supervisor as well as an individual contributor. PROFESSIONAL EXPERIENCE NVIDIA Corp Redmond, WA Mar Present Lead 3D Artist Undisclosed real-time project Main 3D packages used: Maya, ZBrush, 3DS Max Main 2D packages used: Photoshop, Quixel, Painter Model, texture, and shade hard surface props and environments for use in Unreal Engine 4. Coordinate with downstream departments to ensure their requirements are fulfilled. Work with other departments to establish an asset and publishing pipeline. Zoic Studios Culver City, CA Feb Feb.2015 Hard Surface Character Modeler: Arrow Television Episode Maya-VRay pipeline. Model highly detailed hard surface character (with underlying soft body) for a main character. Coordinate with downstream departments. The Mill Los Angeles, CA Dec Jan Hard Surface Character and Environment Modeler: Various commercials Maya-Arnold pipeline.

2 Construct hard surface environments, props, and character assets. Coordinate with downstream departments. Digital Domain 3.0 Playa del Rey, CA Aug Nov Hard Surface and Environment Modeler: Blackhat Maya-VRay pipeline. Construct hard surface environments and props. Coordinate with downstream departments. Nurulize Inc Culver City, CA May 2014 Aug D Content Design Specialist: Audi Oculus Project Evaluate and integrate Lidar scan data. Generate reference geometry based on processed Lidar geometry. Construct detailed environment geometry for use with the Oculus Rift Virtual Reality headset. Coordinate with the shading team, and other departments. Digital Domain 3.0 Playa del Rey, CA Mar May 2014 Hard Surface and Environment Modeler: Gears of War commercial Maya-VRay pipeline. Construct vehicles, props and environments. Coordinate with downstream departments. Work with the VFX team on assets needing dynamic destruction. Prologue Venice, CA Jan Mar Hard Surface and Environment Modeler: Undisclosed Project Maya and ZBrush. Construct props and environments based on client artwork and supplied game assets. Coordinate with downstream departments. Psyop TV Venice, CA Oct Jan Supervising Modeler: Undisclosed Project Maya-Arnold Pipeline. Hire and supervise internal artist team as well as external, freelance artists. Manage asset tracking. Work with the CG Supervisor, Visual Effects Supervisor, and Directors to develop designs for assets. Digital Domain Venice, CA Aug Sept Digital Artist 1: Her Maya-VRay Pipeline.

3 Model and UV 56 individual high-rise buildings. Model a Boeing 747-SP. Look Development for various trees in an exterior environment, including lighting. Work directly with the Visual Effects Supervisor. Arsenal FX Venice, CA July 2013 Aug Environmental Modeler: Undisclosed Project Maya-VRay Pipeline. Create multiple environments for various sequences. Write MEL scripts to facilitate environment modeling and add flexibility to artistic changes. Ensure assets meet the needs of texture and lighting artists. Luma Pictures Santa Monica, CA June 2013-July 2013 Asset Artist: Undisclosed Project Modeling and UV work for multiple productions. Digital Domain Venice, CA Aug May 2013 Digital Artist 1: Into the Storm Maya-VRay Pipeline. Model environment assets as well as ingest assets from external artists. Work with the Rigging, Texturing, Animation, and Effect teams. Modeling Supervisor: Oblivion Maya-VRay Pipeline. Lead and manage team in development of digital content. Support and manage external art vendors.. Modeling Supervisor: 47 Ronin Maya-VRay Pipeline. Lead team in development of digital content. Support and manage external art vendors. Maintain schedules and manage artist team. The Third Floor Los Angeles, CA July 2011 Aug. 2011

4 Asset Creator: Undisclosed Project Model, UV and texture models. Digital Domain Venice, CA Aug June 2011 Modeling and Look Development Supervisor: Tron Legacy Maya-VRay Pipeline. Managed artist team, including external vendors, in development of digital content. Environment/Prop Modeling Lead: X-Men First Class Model and UV environment assets and props. Environment Modeler: Halo Neuron Digital Artist 1: Honda Fit Commercials Sony Pictures Imageworks Culver City, CA Nov Senior Modeler: G-Force Senior Modeler: Cloudy With a Chance of Meatballs Senior Modeler: I am Legend Senior Modeler: Beowulf Environment/Prop Modeler: Monster House Digital Domain Venice, CA Oct Nov Modeling Lead: Stealth Vehicle/Set Modeler: The Day After Tomorrow Modeling, Texturing, Animation and Lighting: Adaptation Modeling, Texturing, Animation, and Lighting: Star Trek: Nemesis Freelance Artist Jul Oct Strange Engine: Aerosmith music video Fly Away From Here Earthship TV: Bismarck battleship for James Cameron Foundation Imaging Valencia, CA Mar Jul Supervising Set Modeler/Texturing: Dan Dare: Pilot of the Future Supervising Set Modeler/Texturing: Max Steel: Season 2 Prop, Vehicle, and Set Modeler/Texturing: Max Steel: Season 1 Prop, Vehicle, and Set Modeler/Texturing: Roughnecks: The Starship Troopers Chronicles Applied Materials Santa Clara, CA Sept Mar Manufacturing Engineer Support the manufacturing team to ensure the manufacturing process was efficient and safe.

5 EDUCATION San Jose State University, School of Engineering De Anza Junior College, AA Degree in General Education SOFTWARE Professional Experience using: o Autodesk s Maya o NewTek s Lightwave 3D o Luxology s Modo o MTOR o NUKE o Side Effects Houdini: Basic knowledge o Solid Works: 3D CADD o AutoCAD: 3D/2D CADD o Mechanical Desktop: 3D/2D CADD o ComputerVision CADD 3X: 3D/2D CADD o Adobe Photoshop o Adobe Illustrator o Microsoft: All basic administrative suites. o Windows and Linux PUBLICATIONS Lightwave 8 Killer Tips New Riders Co-Author professional tips book for NewTek s Lightwave 3D 8. Inside Lightwave 7 New Riders Authored a 90-page chapter on Architectural Environments taking the reader from design, modeling, texturing, and lighting a skyscraper. Keyframe Magazine: Cover and Article Create cover art of Digital Angus Young and write a two-page article on its creation. REFERENCES Professional and personal references provided upon request.

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