Perez, Franco D.
Singapore Address:
BLK 421 Choa Chu Kang Ave 4
#06-224 Singapore 680421
Philippines Address:
49 Christine st. Parkway village, Brgy. Apolonio Samson, Quezon City, Philippines 1106
BLK 421 Choa Chu Kang Ave 4
#06-224 Singapore 680421
Philippines Address:
49 Christine st. Parkway village, Brgy. Apolonio Samson, Quezon City, Philippines 1106
Tel. (02) 362-8215
Mobile: (65)97231546
Online Portfolio: francoperez3d.blogspot.com
MobyGames Profile: https://www.mobygames.com/developer/sheet/view/developerId,380322/
Objective
To contribute my skills and talents in a next gen environment modeling and texturing position.
Work Experience
• Ubisoft Singapore – A major French video game publisher and developer.
July 4, 2011 to Present
1 Fusionopolis Walk, #09-01/02, Solaris South Tower, Singapore
Level Artist
- Responsible in modeling and texturing Next Generation 3D assets such as
- Responsible in modeling and texturing Next Generation 3D assets such as
environments, props, vehicles etc. and incorporating them into the NextGen Game Engine.
- Responsible for keeping produced 3D models and textures optimized to fit a given disk budget.
- Responsible for keeping produced 3D models and textures optimized to fit a given disk budget.
• Ladyluck Digital Media – A Game Art Outsourcing Studio
January 21, 2008 to March 31, 2011
Tower 1 & Exchange Plaza, Ayala Triangle, Makati City, Philippines
Digital Artist
- Responsible in creating Next Generation 3D assets such as
environments, weapons, props, vehicles etc.
- Has experience in incorporating assets into and handling NextGen Game Engines
- Produces diverse models and textures from concepts and
reference images.
- Performs duties that may be assigned in all projects specialized in environment and static meshes.(modeling, texturing, etc.)
- Part of a four-man core environment team dedicated to Naughty Dog outsourced projects.
Skills
• Knowledgeable in 3D Environment using Autodesk Maya, 3D Studio Max, Softimage XSI
(Modeling, UV Mapping, Smoothing Groups, Game Material)
• Knowledgeable in NextGen Game Engines such as AnvilNext, Unreal Editor 3, Source. (Importing and Exporting, Material assigning, Shader tweaking, Assigning Proxies for Optimization)
• Specialized in modeling Next Generation Game Assets with Hi polygon version, Low polygon version, Level Of Detail (LOD) system, Collision mesh, Shadow Proxy, Reflection Proxy and Optimizing them to fit a given disk budget.
• Specialized in soft body and hard-surface modeling for indoor architecture, outdoor terrain, props, weapons, vehicles and vegetation.
• Specialized in texturing using Adobe Photoshop and incorporating ZBrush Digital Sculpting and Polypainting. (Diffuse, Normal, Specularity and Transparency maps)
• Ability to handle multiple tasks, set priorities & meet deadlines.
• Adept at learning new methods and current pipelines with swiftness and ease.
Education
• College (Graduated on November 2007)
- Mapua Institute of Technology – Bachelor of Science in Information Technology
• High School (Graduated on March 2003)
- Siena College Quezon City
• Grade School (Graduated on March 1999)
- Jose Abad Santos Memorial School (JASMS)
- Siena College Quezon City
Special Training
• Naughty Dog Uncharted 2 and 3 Next Gen Environment Modeling – Training for the creation of environments from blockmesh to modeling, detailing, uv mapping-- producing triple-A standard environments, prepared for vertex lighting and vertex painting/blending.
• Naughty Dog Uncharted 2 and 3 Next Gen Texturing Workflow – Training for the creation of triple-A quality color, normal, specular maps using ZBrush and Photoshop and being able to seamlessly tile them together.
• Ubisoft AnvilNext Engine for Artists – Training for incorporating produced 3D assets into the game engine and optimizing through engine constraints.
• Ubisoft Best Practices in Game Art: Engine and Optimizations – Training for artists that focuses on the technical understanding of how optimization methods works behind game art.
• Ubisoft Next Gen Development for Artists – Training for artists that outlines the current state of development, introduces Physically Correct Rendering, and benefits of the changes in general.
• Ubisoft Best Practices in Game Art: Engine and Optimizations – Training for artists that focuses on the technical understanding of how optimization methods works behind game art.
• Ubisoft Next Gen Development for Artists – Training for artists that outlines the current state of development, introduces Physically Correct Rendering, and benefits of the changes in general.
Game Art Project Involvements:
• Uncharted 3: Drake’s Deception. (PS3) – Naughtydog, Sony
- Next Gen environment modeling, complex detailing, UV mapping and texturing from blockmeshes using concept art and draw-overs.
- LOD conversion for background use.
- Created Next Gen props and vehicles models and textures.
• Uncharted 2: Among Thieves. (PS3) – Naughtydog, Sony
- Next Gen environment modeling, complex detailing and UV mapping from blockmeshes using concept art and draw-overs.
- LOD conversion for background use.
- Created Next Gen props models and textures.
• Commander: Conquest of the Americas. (PC) – Nitro Games Ltd., Paradox Int.
- Next Gen environment modeling, texturing & create normal maps.
• East India Company (PC) – Nitro Games Ltd., Paradox Int.
- Next Gen modeling, texturing & create normal maps of ships.
• Tiger Woods PGA Tour 09 – EA Tiburon (PS3, PS2, XBOX 360, Wii, PSP)
- Created game resolution models for certain areas in golf course.
- Created textures for shirt patterns and logos for players.
• Tiger Woods PGA Tour 10 - EA Tiburon (PS3, PS2, Xbox360, Wii, PSP)
- Created game resolution models for certain areas in golf course.
• Tiger Woods PGA Tour 11 - EA Tiburon (PS3, PS2, Xbox360, Wii, PSP)
- Created game resolution models for certain areas in golf course.
- Created models and textures props and structures.
• Pirates: Hunt for Blackbeard’s Booty (Wii)
- Created and textured hi polygon environment and props for cinematic trailer.
• Monkey Mischief: Party Time (Wii)
- Created and textured hi polygon environment and props for cinematic trailer.
• Dreamworks Puss in Boots (PS3, XBOX 360, Wii) – THQ Inc.
- Created Next Gen prop models and tileable textures
• Gotham City Imposters (PS3, XBOBX 360, PC) – Warner Games
- Created Next Gen prop models and textures.
• Assassin's Creed Revelations (PS3, Xbox360, PC) – Ubisoft Entertainment
• Assassin's Creed Revelations (PS3, Xbox360, PC) – Ubisoft Entertainment
- Created Next Gen prop models, levels and textures for linear game sequences.
• Assassin's Creed III (PS3, Xbox360, PC) – Ubisoft Entertainment
• Assassin's Creed III (PS3, Xbox360, PC) – Ubisoft Entertainment
- Created Next Gen models and textures for Naval Worlds and linear game sequences, integrating them into the engine fully optimized with proxies.
- Created additional details and optimized textures and models for the Hero and an enemy Vessel.
• Assassin's Creed IV: Black Flag (PS3, Xbox360, PC, Wii U) – Ubisoft Entertainment
- Created additional details and optimized textures and models for the Hero and an enemy Vessel.
• Assassin's Creed IV: Black Flag (PS3, Xbox360, PC, Wii U) – Ubisoft Entertainment
- Created a Next Gen mission level in collaboration with designers, animators, sound integrators and other artists.