Resume/Contact

PDF Version available HERE:

Galen Davis
3D Environment Artist
galendavis3d@gmail.com

STRENGTHS:

-3D modeling for props and environments
-High-poly to low-poly projection, and Next-Gen game pipelines (hard surface modeling/organic sculpting)
-Creating realistic as well as hand painted textures, including diffuse, specular, normal, and emissive maps
- UV layouts, level creation, and advanced game engine shader networks
-Strong traditional art skills including drawing, sculpting, and design
-Absolute and total passion for Game Development
-Excellent written and verbal communication skills
-Strong leadership qualities, and works well in team settings

WORK EXPERIENCE:


-Ember Lab Studios – 3D Environment Artist                                                 August 2011 – July 2012
Responsibilities: Taking 2D concepts and layouts to build entire levels for iOS titles. Creating assets, blocking in levels, assembling environments inside of Unity Engine.

-3D Motive – Content Author                                                                     February 2012- August 2013
Responsibilities: I created tutorials for a subscription based website on creating game art. I was part of a team that designed content specifically for Next Generation workflows.
Checkpoint Studios – 3D Environment Artist Intern                                 December 2011 – April 2012

-Flying Monkey Interactive – Lead Artist                                                           July 2012 – April 2013
Responsibilities: I worked remotely for a company developing  iOS titles. I was the only artist working on asset creation, and level building.

-Leo Corsa LLC / Veylix  Studios – Lead Artist                                 November 2011–December 2013
Responsibilities: I create high end 3D models and renders for future tennis and golf products.

-Blind Squirrel Games – Environment Artist                                                               July 2013-Present

Responsibilities: Asset creation, workflow development, level planning, optimization, lighting

SOFTWARE:

-Autodesk 3DS Max, Maya, and Mudbox
-Pixologic ZBrush, as well as most common ZPlugins
-Adobe Photoshop, Illustrator, and After Effects
-Unreal Editor
-Unity Engine
-CryEngine
-Phyree Engine
-xNormals, nDo 2, Crazy Bump
-Headus UV Layout

-Perforce and JIRA/Confluence experience

EDUCATION:

Bachelor of Science – Game Art and Design, "Best in Show Portfolio"
The Art Institute of California – Orange County, California

                                                         



                                         
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