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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.
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