MPC Film                                                                                    Feb 2018 - Aug 2019

 

Environment  Key Artist “Maleficient: Mistress of Evil”

Modelled assets.  Developed a more efficient workflow through photogrammetry and kit-bashing.  Mentored Artists.  Quality Control /publishing.

Environment  Key Artist “POKEMON: Detective Pikachu”

Modelled and textured Rhyme City roads.  Designed, modelled and textured Rhyme City bridge.  Modelled and texture various Rhyme City buildings.  Mentored Artists.

Environment  Key Artist “Aquaman”

Helped develop and test in house scatter “diorama” tool in Unity.  Modelled modular building assets and layout/scatter for Fishermen Kingdom.  Seaweed forest layout/scatter.

Oats Studios                                                                                     Apr 2017 - Oct 2017

 

Lead Environment Artist “Adam 2 & 3”

Responsible for the overall visuals and creation of the environments.

Duties included: design/look development of the environment assets, manage outsourcing and internal team in the creation of the assets, shooting and processing photogrammetry, as directed by VFX Supervisor and Director.

ICON Creative Studios                                                             Feb 2016 - Apr 2017

Surfacing Artist 

Duties included: creating textures, shading networks to define surfaces and looks as needed/directed by needs of various projects within the production schedule.

Think Tank Training Centre                                                            2010 - Present

 

Lighting & Environment Mentor 

Responsible for coaching students in creating their demo reels and helping them decide on the critical decisions that define the overall look and mood of their environment modelling reel.

 

United Front Games                                                                 Sep 2009 - Aug 2015

Lead Artist "Un-named Unreal 4 Protoype" 2014-2015

Environment Lead "Sleeping Dogs: Definitive Edition" 2014

CG Generalist "Tomb Raider Definitive Edition" 2013 

Lighting Lead "Sleeping Dogs" 2009-2012

 

Propaganda Games                                                                   Jun 2005 - Aug 2009

 

Lighting Lead “Armada of the Damned” 2009
Lighting Lead “Turok & Turok 2” 2005-2009



 

Rainmaker (Mainframe Entertainment)                       Aug 1996 - May 2005


Lighting Supervisor “Stuart Little 3” 2003-2005
Lighting Supervisor “Spiderman, The Series” 2001-2003

F/X Supervisor “Heavy Gear” 2000-2001

Animation Sup. “Beast Machines” & “Shadow Raiders” 1998-200

Jr. & Sr. Animator 1996-1998



 

Spencer R. Higgins, Architect Inc.                                  Jun 1990 - May 1996


 Architectural Technologist



Software
 
Maya, Mari, Photoshop, Substance Painter, Redshift, Vray, Renderman
Reality Capture, 3DS Max, Nuke, ZBrush, Unity, Unreal 4, Shotgun
 
Production Workflows
- PBR Texturing
- High & Low Poly Modelling
- Photogrammetry
- Offline lighting rendering
- Real time lighting: forward and deferred

Professional Development



CG Society

- Introduction to Environment Design for Games and Film with Simon Scales

- Look Development and IBL in Maya with Noah Vice

- Environmental Texturing with Leigh van der Byl
- Creature Texture Painting in Mari with Justin Holt
- Fundamentals of Digital Painting with Don Seegmiller
- Becoming a Better Artist with Robert Chang



Alias 3D Modeling and Rendering Certificate                                                                    1996
Information Technology Design Centre


Syllabus Program                                                                                                   1990 - 1995
Royal Architectural institute of Canada


Architectural Technology Diploma, Conservation                                                   1987 - 1990

Algonquin College

Experience



Technical Knowledge



Education