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Joe Venson
Senior Character Artist - BIGBOX VR
Willowick, United States

Summary

To excel in the field of Game Art with my dedication and passion to Character and prop design.

Specialties: High poly modeling for normal map generation, low poly modeling for games, weapon and prop modeling, 2d character and prop conception, texture painting, uv mapping

Skills

3D ModelingCharacter ModelingProp ModelingCharacter DesignPBR Texturing

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush
TopoGun
TopoGun
Marvelous Designer
Marvelous Designer
UVLayout
UVLayout

Productions

    • Mobile Game
      ALTER
    • Year
      2019
    • Role
      3D Artist
    • Company
      ALTER
    • Video Game
      Red Dead Redemption II
    • Year
      2018
    • Role
      Technical Content Artist
    • Company
      Rockstar Games
    • Video Game
      Midair
    • Year
      2018
    • Role
      Character Artist
    • Company
      Archetype Studios
    • Video Game
      EverQuest The Darkened Sea
    • Year
      2014
    • Role
      Character Artist II
    • Company
      Sony Online Entertainment/ Daybreak Games
    • Video Game
      EverQuest II Altar of Malice
    • Year
      2014
    • Role
      Character Artist II
    • Company
      Sony Online Entertainment/ Daybreak Games
    • Video Game
      EverQuest II Tears of Veeshan
    • Year
      2013
    • Role
      Character Artist II
    • Company
      Sony Online Entertainment/ Daybreak Games
    • Video Game
      EverQuest Call of the Forsaken
    • Year
      2013
    • Role
      Character Artist II
    • Company
      Sony Online Entertainment/ Daybreak Games
    • Video Game
      EverQuest Rain of Fear
    • Year
      2012
    • Role
      Character Artist II
    • Company
      Sony Online Entertainment/ Daybreak Games

Experience

  • Senior Character Artist at BIGBOX VR
    Seattle(remote), United States of America
    November 2020 - Present

    My Responsibilities are :

    Understand how to work with asset limitations, project milestones, and risks

    Create high quality, detailed 3D character models and assets

    Ensure art assets are performant and within budgets for draw calls, poly counts, and texture memory without compromising visual quality

    Develop new character ideas that fit within conceptual designs, technical parameters, and production goals, for a live-service online game

    Help define and maintain art production pipelines, tools, and systems to scale assets from high-end PCs to mobile Android VR headsets

  • 3D Artist at Alter
    Remote/Stockholm , Sweden
    March 2019 - November 2020

    My role is to create 3d artwork and craft detailed AR characters, objects, accessories and effects.

  • Freelance Character Artist at Various Companies
    Remote
    May 2018 - January 2019

    During this period I worked on various projects for different companies remotely.

  • Character Artist at Archetype Studios
    Remote/Seattle, United States of America
    January 2018 - March 2018

    My Job was to create high poly character sculpts of different outfits for

    The Light, Medium and Heavy Avatars. I was given different model sheets

    and direction on how and what needed to be completed.

  • Technical Content Artist at Rockstar Games
    San Diego, United States of America
    November 2015 - December 2017

    My responsibilities are to Optimize character assets to

    improve performance, help create textures for various

    character assets, process artwork through the game

    pipeline and fix character bugs. I work with my character

    leads to make sure all work is completed on time within

    the given milestone date.

  • Zbrush Character Artist at Sword & Board Games
    (REMOTE)
    August 2015 - February 2016

    Created Zbrush Character Sculptures for the production of miniatures for the tabletop game “Twelve Elements of War”

  • Character Artist II at Sony Online Entertainment /Daybreak Games
    San Diego, United States of America
    June 2012 - February 2015

    Using various programs, my responsibility was to create playable characters, npc characters, armor for playable characters, weapons and character related environment props. I worked closely with my Art Director and Department Leads to maintain art style and cohesive look and feel. I met tight deadlines and milestones by staying on top of schedules. I was able to communicate clearly with designers, producers, programmers, and fellow artists.

  • Character Sculptor at Zealot Miniatures
    Remote
    January 2011 - January 2012

    Responsible for concept designs using Photoshop and Zbrush sculptures for the production of high quality resin miniatures and miniature parts for 30mm scale miniatures (heroic 28mm scale), among other assets like busts.

  • Texture artist / Character Artist at Graham Software
    Remote/New York, United States of America
    October 2008 - June 2012

    Responsible for concepting and creating character avatar assets and creating an array of textures and clothing for avatars using Photoshop, Zbrush, 3D max 2009 and Bodypaint 3D. Created initial concept art designs for Emoko Interface.