Resume

Downloadable versions:

Adobe PDF

Microsoft Word (Docx)

Microsoft Word (Doc)

Rich Text (RTF)

Paul Forgy
949-378-9836
portfolio: http://www.paulforgy.com
e-mail: paul@paulforgy.com

Objective:

3d artist position in a quality oriented environment.

Summary of skills:

Over two decades experience as a software developer specializing in technical art. Strong 3D modeling and texturing skills with a focus on quality, detail and efficiency. Proven ability to develop and manage pipelines, tools, complex 3D environments and assets on schedule.

Software:

3D Studio Max, Photoshop, Substance Painter, After Effects, Resolve, Illustrator, Perforce, Unreal Engine, CryEngine

Experience:

May 2019 - Oct 2021        Sr. Technical Artist                         Visual Concepts                          Foothill Ranch, CA

  • As the project technical artist, I designed and developed several pipelines and workflows from the ground up, for an unannounced open world driving game utilizing Unreal Engine. 
  • Created a novel asset creation pipeline and supporting tool chain to produce highly optimized, IP specific assets efficiently. The tools and pipeline reduced labor hours  by a factor of 40-60x, texture memory by 100-200x. The resulting labor cost savings likely to exceed $.75M over contemporary, traditional methods.
  • Designed numerous automated performance systems including: hidden face removal, LOD generation, LOD swap and culling distance calculations, large scale instanced geometry and lighting systems.
  • Designed and documented art outsource procedures and performed QA oversight for over a thousand assets. Performed usage frequency based analysis to determine asset production priorities.
  • Designed multi-platform, variable/dynamic fidelity and optimization schemes spanning several asset classes.
  • Made significant contributions to the art production of ubiquitous components, buildings, shaders/materials and characters. Performed periodic asset auditing and performance profiling on multiple platforms. 
  • Trained artists on pipelines, tool usage, efficient art production, visual quality, best performance practices and techniques.

Nov 2017 - May 2019          Multimedia Artist                          Exponent                                   Irvine, CA

  • Engineering and scientific visualization utilizing a wide range of media including: 3d modeling, rendering, animation, illustration, point clouds, video and photo editing. 
  • Work with engineers and scientists to convey, analyze and demonstrate concepts visually in a compelling way.

Mar 2016 - Mar 2017          Sr. 3D Artist                                    Obsidian Entertainment               Irvine, CA

  • Model and texture high-fidelity vehicles for Armored Warfare.
  • Developed custom shader for Substance Painter to emulate complex, in game dynamic paint system.
  • Mentoring Jr. artists.

Oct 2014 - Sept 2015         Sr. 3D Artist                                    Cloud Imperium Games                 Santa Monica, CA

  • Model, design and texture high-fidelity spaceships, weapons and components for Star Citizen.
  • Extensive use of CryEngine's physically based materials and rendering.
  • Design and create scripts, tools, and workflows to speed production and improve quality company-wide.
  • Mentoring Jr. artists.

June 2014 - July 2014        Technical Artist                               Halon Entertainment                    Santa Monica, CA

  • Short project as Technical Artist working on the intro cinematic for Turtle Rock Studios title: Evolve.
  • Supported a team of Maya animators working in 3ds Max.
  • Wrote custom scripts and tools to facilitate fast-turn, iterative cinematic workflow, including custom exporters and specialized animation tools.

Sept 2008 - Feb 2013         Lead Vehicle Artist                        Contract/Specular, Inc.                Foothill Ranch, CA

  • Created extremely detailed and efficient vehicle assets utilizing extensive render-to-texture technique.
  • Delivered assets on-time, every time, with no sacrifice of quality.
  • Worked with programmers to test and debug new rendering engine and supporting art asset pipe-line.
  • Developed vehicle design standards and documentation including fully articulated vehicle suspension rigs.
  • Designed fully dynamic mud and dust shader for vehicles, and collaborated on the racing surface creation pipeline and supporting shaders.
  • Developed UV mapping script and tread-marks texture used for each racing environment.

Sept 2006 -  Sept 2008       Sr. Technical Artist                       Clairvoyant Systems, Inc.              Long Beach, CA

  • Responsible for recreating real world racing surfaces with extreme positional and visual accuracy.
  • Developed complete track creation pipeline including: survey, data import, surface creation, UV mapping and custom Max script tools suite.
  • Devised comprehensive on-site race track survey procedure including centimeter accurate positional data, comprehensive video and still photo reference coverage.
  • Established companies 3D visual style and co-developed art pipeline and practices.

Feb 2004 - Sept 2006         Sr. Technical Artist                         Luxoflux/Treyarch/Activision         Santa Monica, CA

  • Created highly detailed vehicle assets for Call of Duty 3, utilizing normal and gloss texture maps for next-gen consoles.
  • Responsible for developing and maintaining fx shaders for the COD3 vehicle team, utilizing in-house shader development tool.
  • Responsible for creating detailed vehicle assets including modeling, texturing, damage and rigging for True Crime: New York City.

2002 – Present                 Artist/Programmer                        Contract/Various

  • Developed executable software, animation pipeline and profiles for 4 post vehicle hydraulic motion platform used for Toyota marketing events such as the 2006 NBA All-star Jam.
  • Worked with a team to create a custom racing experience for Lexus, featuring the GS430, which debuted at the 4th annual Night Before Academy Awards benefit.
  • Architectural visualization: created fly-around and walk-through animations for several projects.
  • Completed software development for Mega Jumpzone II attraction.
  • Technical support and software upgrades for former Illusion and AeroNumerics customers.

2001 – 2002                      3D Artist/Programmer                 Illusion, Inc.                               Van Nuys, CA

  • Technical art lead for Mega Jumpzone II and Speedsports attractions.
  • Designed 4-speed shifter for stockcar simulator, and electronics interface system.

1995 – 2001                      Art Director/Programmer            AeroNumerics, Inc.                       Irvine, CA

  • Responsible for all company artwork, including: software development, brochures and web sites.
  • Independently created 3d environments and assets for racing simulation software, including nine racetracks.
  • Programmed 3D race track generation tool and numerous racing simulation and support components.
  • Helped develop Direct X image generator API.
  • Technical art lead for Eagle Interactive's debut PC game title: Sabre Ace (Virgin, 1997).
  • Programming for Eagle's Luftwaffe Commander (SSI, 1999), as well as location based software for Aviation Challenge—a division of Space Camps.
  • Designed numerous electromechanical and sheet metal components for simulation. 
  • Racecar simulator integration and on-site installations.

1992 – 1995                      3D Artist/Programmer             Fightertown, Inc.                        Lake Forest, CA

  • Responsible for extensive flight simulation 3D database.
  • Created 3D models for flight simulation, utilizing binary separation planes.
  • Programmed numerous aircraft simulation and support components.
  • Aircraft simulator integration and on-site installations.

 

References available upon request.