Thomas Allen
3D Prop and Environment Artist
Thomas Allen
3605 SW Willow St.
Seattle WA 98126
(253) 906-6394
https://www.linkedin.com/in/thomasallen3d
PROFILE
Experience developing assets for a 3D PC game company start-up as well as team projects requiring testing and analytical skills. Hard working, loyal and quick to learn new skills and technologies. Eager to learn game software development process from the ground.
SKILLS
Game mechanics, testing and debugging
Maya, Zbrush
UDK, Unity familiarity
Microsoft Suite
Product Studio
3D Organic Modeling
3D Hard Surface Modeling
Character Design
Adobe Photoshop
EDUCATION
International Academy of Design & Technology - Seattle, WA
Bachelor of Fine Arts, Game Production
March, 2013
RELEVENT EXPERIENCE
Tercet Studios 1/2013 to Present
3D Artist
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Created high poly characters, props, and environments using organic and hard surface techniques in Zbrush and Maya.
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Taking high poly models and reducing them to low poly
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Baking high poly details into low poly models (AO, Normal)
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creating textures Photoshop
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Participation and contribution to virtual art and design team production meetings
Microsoft Game Studios - Experis 4/2013 to 3/2014
QA Tester
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Strong bug-writing and investigational skills
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Skilled in executing test case scenarios
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Resolved bug regressions
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Strong problem solving and troubleshoot abilities
IADT: Team Project - Heaven's Blowtorch 5/2012 to 10/2012
Character/Environment Artist
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Creating high to low poly meshes using Zbrush and Maya
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Laying UV's and creating AO, Normal, and Diffuse maps in Photoshop
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Participation and contribution to virtual art and design team production meetings
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Project was finished and presented for PAX 2012
IADT: Sacrifice 08/2011 to 11/2011
Environment Artist
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Creating props for environment in Maya and importing into UDK
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Laying UV's and creating AO, Normal, and Diffuse maps in Photoshop
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lighting and rendering the level within UDK
IADT: Venice 05/2011 to 08/2011
Environment Artist
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Creating Modular Buildings in Maya and importing into UDK
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Laying UV's and creating AO, Normal, and Diffuse maps in Photoshop
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lighting and rendering the level within UDK