Karol Wlodarczyk

Document Sample
Karol Wlodarczyk Powered By Docstoc
					Karol Wlodarczyk
Senior Environment Artist

1-519-709-7985
3dkarol@gmail.com

Skills:

    Expert texture artist, able to work on phot o based as well as stylized hand-drawn maps, very
     confident wit h colors and shade
    Strong 3D environment and prop modeling skills, high and low poly. Excellent in form and shape
     language of organic and hard surface objects
    Very efficient at UV unwrapping
    Strong lighting abilities, understanding of indirect illumination methods;
    Very good understanding of real time computer graphics: shaders, lighting techniques, specular,
     normal, parallax maps, particles etc
    Strong understanding of node bas ed systems (e.g. Maya Hypershade, UDK Material Editor, XSI
     Render Tree)
    Very good knowledge of Mental Ray, especially Maya and XS I implementations, recently extending
     the knowledge through "Advanced Photorealism with Mental Ray" CG Workshop course;
    Very confident with Maya, XSI, ZBrush, Photoshop, UV Layout, RoadKill, Crazy Bump, Unreal and
     many more. Quick learner, keen to use any package, currently getting up to speed with 3DS Max
    Strong understanding of hardware limitations of various platforms
    Managing a group of junior artists, mentoring, motivating and leading by example
    Taking very well artistic directive, able to take criticism
    Showing positive attitude, self- motivation and creativity


Work Experience:

3D Arti st
Digital Extremes, London, Canada,
2007 – Present

    Unannounced AAA title, started 2009
    Modeled, textured, baked and UV unwrapped major environment art assets. Created modular pieces
    and established their pattern to fit the level design. Direct cooperation with A rt Director and Concept
    Artist to keep the clear art vision

       Software:    XS I, Photoshop, RoadKill, Mental Ray, ZBrush, Digital Extremes E volution engine
       Platforms:   Xbox 360, PS3, PC


    “Bioshock 2 Multiplayer”, 2K Games, 2008 – 2009
                                                                                                      st
    Modeled, created textures and UV unwrapped 3D models of major environment art assets, 1 / 3rd
    person weapons and upgrades. General art and technical art related work. Mentored junior artists by
    providing art direction, assistance in asset creation, and technical help with the art pipeline. Created
    pitch models and set up Mental Ray to render all project pitch pictures

       Software:    XS I, Maya, Unreal Engine, Mental Ray, Photoshop, XNormal, ZB rush, Crazy Bump,
                    UVLayout, RoadKill
       Platforms:   Xbox 360, PS3, PC
   “Dark Sector”, D3 Publisher, 2007 – 2008
   Modeled, textured, baked and UV unwrapped environment art assets.

      Software:    XS I, Photoshop, RoadKill, Digital Extremes E volution engine
      Platforms:   Xbox 360, PS3

3D Arti st
Eurocom Entertainment Software, Derby, England
2004 – 2007

   “Beijing 2008”, SEGA, 2006 – 2008
   Modeled high and low poly objects. Created photo-realistic textures, materials and UV unwrapped 3D
   models. Baked high poly information over to low poly objects. Created light maps for environment
   assets and maps with Mental Ray.
   Responsible for 3D environment of major venues such as the National Stadium, Judo Hall and Indoor
   shooting. Go-to person for models and textures quality assessment and Maya related technical issues.

      Software:    Maya, Photoshop, Mental Ray, Internal Eurocom engine
      Platforms:   Xbox360, PS3, PC

   “Ice Age 2: The Melt Down”, Vivid Games, 2005 – 2006
   Modeled, created hand drawn textures and UV un wrapped 3D models. Vert ex lit environment assets
   and maps.
   Fully responsible for all art for two levels. Contributed to two additional levels.
   Supervised texturing and mapping. Go-to person for texture quality assessment and Maya related
   technical problems.

      Software:    Maya, Photoshop, Internal Eurocom engine
      Platforms:   PS2, XBOX, Game Cube, PC


   “Batman Begins”, EA, 2005
   Created phot orealistic textures and UV unwrapped. Modeled parts of racing maps. Overseen texturing
   of Forest racing map.

      Software:    3D Max, Photoshop, Internal Eurocom engine
      Platforms:   PS2, XBOX, Game Cube

   “Robots”, Vivendi, 2004
   Hand painted textures and UV unwrapped 3D models. Textured 2 complete levels according to movie
   guides. Created front-end pictures, fonts and icons. Optimized a nd tweaked of existing objects. Vertex
   based lighting.

      Software:    3D Max, Photoshop, Internal Eurocom engine
      Platforms:   PS2, XBOX, Game Cube, PC

Other projects:

Frontline/Nawar Studios
   “Gun Warrior”, UFO Interactive, 2003-2004
   Established look of the game, supervised quality of first level, created 3D Models and most
   environment textures.
      Software:    Maya, Photoshop, Internal Maya tools
      Platform:    PC
   “Cave Birds”, “Mars Attack”, “Boubles Up”, “Pizza Man” , various publi shers, 2003
   Established look of the games, created the entire art for all 4 games. Tile based background, 2D
   animations, full-screen pictures, HUDs, front-end art.
      Software:      Promotion, Photoshop, Maya
      Platforms: Cell phones

Encore games, 2003, various publi shers, 2003 -2009
  “Forti s”, not publi shed yet, 2009
  Established look and design of the art and the game, created 90% of art and supervised the rest.
  Responsible for 3D low-poly backgrounds and textures, 3D game objects and textures, HUD, front -end
  art, fonts, menu system. Used high-poly objects and Mental ray in order to achieve best texture quality.
      Software:    XS I, Photoshop, ZB rush, RoadKill
      Platform:    Iphone / Ipod touch

   “Star Trek Nemesi s”, Synergenix, 2003
   Created entire game art bas ed on given concepts.
      Software:    Promotion
      Platforms: Mophun cell phones

   “Final Hit”, Synergenix. 2003
   Establishing look and design of the art and the game, creating entire art for the game. Tilable scrolling
   backgrounds, 2D animated characters, Full-screens, HUD, front-end art.
      Software:     Promotion, Personal Paint, Brillianc e
      Platforms: Mophun cell phones

Freelance work for Vicarious Vi sion, 2002
   “Power Puff Girls”, Him and Seek, Bam entertainment, 2002
   3 levels 2D tile based art based on given conc epts.
       Software:     Promotion, Personal Paint, Brillianc e
       Platforms: Game Boy Advance

Freelance work for Cave Barn, 2001 -2002
   “Urban Yeti”, Telegames 2002
   Art for 2 levels. 2 full screen backgrounds, animat ed sprites.
       Software:     Promotion, Personal Paint, Brillianc e
       Platforms: Game Boy Advance

Nipson, independent developing 1994-1997
   “Rycerze Mroku”, LK Avalon, 1997
   Designed look of the game, retouched pixel-by -pixel photos and rendered animations for low
   resolution/limited palette graphics modes, HUD, Front-end art.
      Software:      Brilliance, ImageFX, A rtEffect
      Platforms: Amiga 500 and compatible

   “Miasto Smierci”, LK Avalon, 1996
   Designed and created art for entire game. Co-designed the game. Made 7 full -screen levels, map,
   HUD, front-end art, intro and outro, 2D animated characters.
     Software:    Brilliance, Personal Paint, ImageFX, ArtEffect
     Platforms: Amiga 500 and compatible

   “Pechowy Prezent”, Mirage, 1995
   Designed and created art for entire game. Co-designed game itself. Tile based backgrounds, HUD,
   front-end art, intro and outro, 2D animated characters.
       Software:      Delux e Paint
       Platforms: Amiga 500 and compatible

				
DOCUMENT INFO
Shared By:
Categories:
Stats:
views:33
posted:11/26/2010
language:English
pages:4