o Extensive experience in 3D modeling, texturing, lighting, particles, shaders, and in-engine implementation.
o Understanding of form, volume, weight, and scale.
o Familiarity with traditional art. Drawing, painting and sculpting.
o Well versed in the technical aspects of video game art such as topology, edge flow, UV unwrapping, texture efficiency, polygon efficiency, and modular modelling techniques.
o Strong knowledge of technical & artistic concepts unique to video game development.
o Experience with rigging, skinning and animation.
o Programming and scripting experience. Both in-engine and development of external tools and applications.
o Strong background in programming tools for content creation software such as Photoshop, Unity3D, 3ds Max, Maya, and MODO; as well as tools for engine editors such as Unity.
o Experience as a software engineer in the development of client-server model applications, frontend and backend.
o Reliable problem-solving and technical skills.
o Have used Scrum and Agile methodologies. Familiarity with version control software such as Perforce, SVN, and Git.
o Excellent team work skills. Able to communicate and resolve complex problems as they arise.
o Great passion for video game development.
o Language skills: English (Fluent), Spanish (Fluent), French (Intermediate), Japanese (Intermediate).
Nov 2018 - Present | 3D Simulation Engineer / 3Dシミュレーションエンジニア - Ascent Robotics, Inc
Nov 2017 - Apr 2018 | Freelance Technical Artist - Mech Mocha - Hello Ludo
o Visual development tasks for defining the look and feel of the game art and VFX.
o 3D modelling, texturing, animation, and rendering of assets for real-time in-engine implementation, as well as pre-rendered sprites and VFX.
o Had full ownership of the whole game art pipeline, tech art, animation, and VFX set up.
o Planned, produced and implemented most of the game VFX.
o Shader programming and optimization for all visual elements and VFX.
o Planning and development of Unity editor tools for faster testing and implementation of art and tech.
o Full ownership of all the gameplay frontend systems and engineering. Implemented in its entirety the gameplay frontend and its interaction with the gameplay backend.
o Documented and maintained all technical documents related to the frontend API and all the art, animation and VFX tech set up.
o Coordinated with the gameplay engineering team to plan, implement, test, and debug all gameplay features.
Sep 2017 - Dec 2017 | Freelance Tools Programmer - Numik
o Planning and development of software tools for 3ds Max.
o Tools were designed with the client’s specific workflows and involved automating tasks such as texture and model processing, lighting, and the usage of tool data and settings across multiple workstations.
o Tools also interacted with external 3ds Max plugins and software such as ForestPack, RailClone, and Redshift Renderer.
o Tool development done primarily in MAXScript, as well as with the integration of external .NET libraries.
Jun 2017 - Oct 2017 | Freelance Environment Artist - Studio Kikito
o Modelling, texturing, lighting, and implementation of stylized environments in the Unity engine
o Development of custom shaders as needed for the environments
o VR project
Jul 2017 - Jul 2017 | Freelance Software Engineer - Rolamix
o Backend development for a web/mobile application
o Implemented missing features and endpoints (such as authentication and Algolia Search implementation)
o Cleaned up old code, added unit tests, and documented all the API’s endpoints and features
o Took ownership of the backend portion of the web app mid-way through its development
Dec 2016 - Jul 2017 | Software Engineer - Wizeline
o Front-end development of a complex web application (My Home) using NodeJS, and React Redux for Realtor.com.
o Coordinated and worked alongsite Move's team in the development of the web application.
o Was also involved in designing and developing chat bot web applications for specific clients.
o Worked with the UX and engineering teams to implement and develop both the backend and frontend components of the bots’ interaction.
o Integrated the chat bots on the clients’ websites and deployed them using Docker.
o Documented the internal APIs and the instructions on the usage of the applications.
Aug 2016 - Dec 2016 | Freelance 3D Artist & Technical Artist
o Games2Win: Was involved in modelling, texturing, optimization, and engine implementation tasks of 3D vehicles for their car-themed mobile games.
Apr 2016 - Sep 2016 | Freelance Motion Graphic Artist – WeCO
o Was involved in planning, producing, and polishing motion graphic animations for the Kickstarter campaign of the project.
o Troubleshot and volunteered for smaller technical tasks such as video formatting and caption production and implementation.
May 2016 - Aug 2016 | Freelance 2D Digital Artist
o Produced 2D banners and promotional material for the following clients:
Earth Children for the Planet
Earth Children for Humanity
Vegans & Elephants
Feb 2015 - Apr 2016 | 3D Artist & Technical Artist - Unannounced Mobile Project - gumi Canada
o Was involved in graphics programming tasks such as shader programming, post-effects programming and development, rendering systems among other tasks.
o Programmed and implemented in-engine systems related to the visuals of the game, such as lighting processes, modular environments, procedural 3D art, and dynamic VFX systems.
o Designed, modelled, textured, lit, implemented, and troubleshot 3D environments and props used in the game. Iterated through them constantly according to the art & design direction of the game.
o Designed and implemented some environment-related VFX, as well as providing the necessary tech for their implementation.
o Supported the character department with rigging, skinning, scripting and some tool programming tasks.
o Optimized, implemented, and troubleshot processes related to the external software packages.
o Developed and supported both in-engine tools and external tools for designer and artist specific workflows.
o Worked with art, design, and programming teams to establish efficient workflows and processes, and constantly improved them as the project evolved.
o Troubleshot and supported the art and design teams with any art-related technical issues.
Jul 2014 - Feb 2015 | Technical Artist - RBI Baseball 15 (Console/Mobile) - HB Studios
o Developed and implemented art related pipelines and workflows.
o Designed, created and maintained art related tools and scripts that improved specific workflows to achieve the visual targets.
o Provided and implemented technical solutions for art related features in-engine such as specific special effects, shaders, engine scenes, lightmapping solutions, etc.
o Troubleshot art related technical problems and implemented solutions.
o Participated in modelling, texturing, lighting, rigging, and skinning tasks related to characters, environments, and front end assets to be used in-game.
Oct 2010 – Dec 2011 | Game Designer & Programmer of a 2D Flash videogame for an NGO - EL MURO AC.
o Designed a point & click adventure of 21 scenes.
o Programmed the entirety of the interaction using ActionScript 3.0.
o Coordinated with the artists to ensure an efficient and problem free workflow.
Jan 2013 – Feb 2014 | Diploma in Computer Animation, Visual Effects & Game Design - Think Tank Training Centre.
o Specialized in Environment Art for games.
Aug 2008 – Dec 2012 | Bachelor’s Degree in Digital Art and Animation - Monterrey Institute of Technology and Higher Education.
o Video game development concentration.
o Participated in several experimental video game projects, responsibilities included planning, production, programming, 3D modelling, texturing and implementation tasks.
Software & computer languages skills:
3D Content Creation
2D Content Creation
Substance Painter & Designer
HLSL / CG
HTML / CSS
Video and 2D Animation
Extra activities, Honors and Achievements
2004 - Present | 11+ years of Martial Arts experience.
o Nov 2016 - Mar 2018 - Goju Ryu Karate
o Mar 2015 - May 2016 - Tae Kwon Do
o Jul 2014 - Feb 2015 - Uechi Ryu Karate
o Mar 2013 - Jul 2014 - Sport Kickboxing Federation
o Jan 2009 - Apr 2009 - Aikido
o Nov 2004 - Mar 2011 - Goju Ryu Karate
2014 | Finalist on CG Student Awards 2014 Next-Gen Gaming category.
o Game environment demo reel successfully considered as a finalist of the category.
2014 | Work featured on Cryengine's CryDev community's news and front page.
o Game environment demo reel featured on Crytek's official community on February 21st of 2014.
2009 | Was awarded Black Belt (Shodan) in Goju Ryu Karate Style by Goju Kan Karate Do Jalisco.
o Successfully tested for and received black belt after 5 years of consecutive training.