SKILLS & SOFTWARE PROFICIENCY
3D Art Development – Maya, Zbrush, Unreal Engine, Unity, Substance, Marmoset Toolbag
Creating stylized and realistic environment and character 3D assets for games, animation, and VR/AR/real-time applications.
Experienced in various 3D Modeling techniques: High-poly to low-poly map baking workflow, Modular Asset Creation, virtual clothing creation using Marvelous Designer and Zbrush, Virtual hairstyle creation using cards and Xgen.
Look Development work with PBR and non-PBR workflow using Substance Suites, Adobe Photoshop, and Illustrator. Also experienced in using MARI and UDIM workflow.
Game Engine Art Integration – Scene Layout and material setup in game engines. Experienced in creating master material, material instancing, and procedural material setup in Unity and Unreal Engine.
Working knowledge of character & prop rigging and animation with hand-keying and motion capture retargeting methods.
Ray-traced based & lightmap baked lighting – Arnold, V-Ray, Cycles, Unity, Unreal Engine
Video/Image Compositing & Editing – Nuke, After Effects, Premiere, Photoshop, Illustrator
SOFTWARE
3D Authoring Tools:
Maya, Blender, Zbrush, Marvelous Designer, Substance Painter/Designer, Marmoset Toolbag, Character Creator 4, iClone
Ray-Traced Renderers:
Arnold, V-Ray, Cycles
3D Game Engines:
Unity, Unreal Engine 4/5
Image/Video Editing Tools:
Photoshop, Illustrator, After Effects, Premiere Pro, Nuke
Scripting Language:
Basic understanding of Python, C#
Other:
Confluence, JIRA, Perforce, Git, MS/Google Office Suites
EDUCATION
Strong foundation in Computer Animation, film making principles, and graphic design.
School of Visual Arts Master of Fine Arts (M.F. A.), Computer Arts 2016
National Institute for Lifelong Education Bachelor of Fine Arts (B.F. A.) Visual Communication Design 2014
Kaywon University of Art and Design Associate of Arts (A. A.) Computer Graphics and VFX Design 2013
Hello there!
I am a multidisciplinary 3D Computer Graphics Artist and a team leader with 8+ years of extensive professional experience in 3D CG developments in Animation and AR/VR/Real-Time applications. Dedicated and detail-oriented 3D Artist with a proven history of delivering project goals while meeting aesthetic and technical requirements. Skilled in working under pressure and is open to continuously adapting to new situations and challenges. I have years of experience working in a start-up-like environment within a big corporation, collaborating daily with UX designers, engineers, and project/product managers.
I am always up for new challenges and love to learn new software and methods to be creative! When I am not pixel-pushing in front of my computer (while pushing away my cat from sitting on top of the keyboard), you can usually find me lifting heavy stuff at the gym or biking along the Jersey Shore.
pROFESSIONAL EXPERIENCE
Prisms of Reality - Head of Art
March 2023 ~ Current
- Leading the artistic vision for 3D content in Prisms of Reality Math and Science VR Libraries.
- Responsible for crafting 3D characters, environments, animations, shaders, particle effects, lighting, and optimization to meet the best performance in cross-platform VR products.
- Collaborating closely with educators and developers to create mathematically and scientifically accurate 3D assets, balancing them with stylized visuals tailored for the VR platform.
- Ensuring strict adherence to VR technical limitations and benchmarks throughout asset creation.
Verizon - 3D Content Team Lead (Mgr-Frontend)
April 2019 ~ Dec 2022
Leading a team of 3D artists to deliver high-quality 3D assets for VR/AR/Web 3.0-based products and proof-of-concept projects across the multiple groups within Verizon. Worked Closely with Product/Project managers, UX Designers, and Software engineers and kept overall progress aligned and successfully meeting goals and expectations.
Metaverse Web 3.0 Precommercialization
Created 3D content for web-based, cross-platform (Web, Open VR), and multi-user experiences using Maya, Blender, and Mozilla Hubs.
BlueJeans Spaces
Blue Jeans Spaces is a full 3D virtual co-working application, and I provided art direction for the entire 3D content used in the experience.
Oversaw and supervised avatars and environments design and 3D content creation.
Responsible for lightmap texture baking the entire environments used in the application using Maya, Arnold Renderer, and proprietary game engine.
In charge of uploading, maintaining, and updating the live 3D assets using proprietary pipeline tools.
Egen Solutions/Insight Global - Senior 3D Artist
May 2017 ~ April 2019
Worked as a consultant at Verizon, providing 3D content development services for VR/AR projects for Verizon’s internal emerging technology R&D group, Envrmnt.
VR Live Events
VR Live Event is a cross-platform (Mobile, PC, Quest VR) experience where users can join in a room together to attend and communicate live-streamed videos of events or on-site visits.
Responsible for avatar 3D design, environment 3D design, game engine integration, lighting, and post-processing effects using Maya, Zbrush, Substance Suites, Adobe Suites, and Unity.
Proof of Concept projects for VR, AR, and Vision-based technologies
Responsible for creating 3D content to support various PoC projects to showcase the latest innovations at tech conferences.
Performed 3D scan clean-up from Artec scanner, 3D printing prep, stylized and realistic 3D modeling, mocap animation re-targeting, and integrating art assets in Unity/ Unreal Engine/ proprietary game engine.
Viacom Next - 3D Generalist
Sep 2016 ~ May 2017
Withdrawal VR
Responsible for designing Volumetric captured VR music video experience for artist Max Frost using Unity and HTC Vive.
In charge of 3D asset creation, asset integration, scene implementation, lighting, and post-processing effects using Maya, Substance, and Unity.
Smash Party VR
Responsible for modeling and texturing assets used in Smash Party VR game, published through Steam for HTC Vive headset.
MILA - Lead 3D CG Lighting Artist
Aug 2016 ~ May 2017
Mila
In charge of lighting work for the 3D animated short film “Mila” directed by Cinzia Angelini and produced by Cineste on a part-time basis.
Ray-traced lighting work using Maya and Arnold Renderer, following the director and lighting supervisor’s directions.
Provided guidelines and reference shots for other lighting artists to use.
Preliminary compositing work of finished render sequences in Nuke to add post-processing effects such as adding eye highlights and color corrections.