Serge Scherbakov
Cell: +7 (925) 142.2208
E-mail: realismus@gmail.com
skype: serge_realism
LinkedIn: http://www.linkedin.com/in/TechnicalArtistSerge
AWARDS
PROFESSIONAL EXPERIENCE
03/2008 - 11/2010 Technical Artist, “1С-Avalon”, Moscow, Russia
Cell: +7 (925) 142.2208
E-mail: realismus@gmail.com
skype: serge_realism
LinkedIn: http://www.linkedin.com/in/TechnicalArtistSerge
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TECHNICAL ARTIST
SUMMARY OF QUALIFICATIONS
- 12 years hands-on experience in game development industry as 3D Artist and Technical Artist
- Expert knowledge of Autodesk MAYA. Practical experience in development new tools for 3D Artists and animators and extend software possibilities.
- Experience of work with different game engines: Unreal Engine III, RenderWare, Lithtech Jupiter Extended, Nival Engine
- Experience in various fields of 3D content creation: low poly modeling, high poly modeling, texturing, skeleton setup and rigging
- Excellent understanding of form, lighting and game specific requirements for 3D models
- Experience in outsourcers supervising: setting goals, progress monitoring and support
- Excellent analytical and troubleshooting skills
- Excellent written and verbal communication skills (English, Russian)
- Ready for relocation
TECHNICAL SKILLS
- Autodesk Maya - high and low-poly modeling, UV-mapping, shading, skeleton setup and skinning
- Expert knowledge of Python, MEL, Maya API and PyQt
- JetBrains PyCharm, Qt Designer, Microsoft Visual Studio
- Pixologic ZBrush - quick prototyping, organic and hard surface sculpting of characters and objects
- Adobe Photoshop - texture creation, rendered images fine tuning
- Topogun, headus UVLayout, xNormal, eyeon Digital Fusion
- Experience of work with Team Collaboration Software: NXN Alienbrain, CVS, Subversion, Atlassian JIRA, Seapine TestTrack Pro
- Basic experience of work with Vicon MX motion capture system, and Vicon Blade software
AWARDS
- “Skyforge” – Best of Show E3 2014 (Ten Top Hammer)
- “Skyforge” – Best MMORPG (Igromir 2014)
- “Full Drive: UAZ” – Best Domestic Simulator Game (Gameland Award 2007)
- “Full Drive: UAZ 4x4: Ural Call” – Best Simulator Game (Russian Game Developers Conference 2007)
- “Full Drive 2: Hummer” – Best Domestic Simulator Game (Gameland Award 2008)
PROFESSIONAL EXPERIENCE
04/2012 - Present Technical Artist, Allods Team Mail.Ru, Moscow, Russia
Project: “SKYFORGE” (MMORPG)
- Created tools for artists and animators to improve content creation pipeline
- Supervised outsource studios in field of technical questions of content creation
- Prepared content for Game engine import
- Created tools to improve and automate QA work
11/2010-03/2012 Technical Artist, “1C-Softclub”, Moscow, Russia
Unannounced project
- Supervised game character assets and character animation assets
- Prepared and imported characters and animations in Unreal engine
03/2008 - 11/2010 Technical Artist, “1С-Avalon”, Moscow, Russia
Project: “Off-Road Drive” (Off-road racing simulator)
- Designed real-time suspension system for game car models
- Designed driver real time animation system (steering, interacting with objects)
- Prepared 3D car models and imported them in UDK. Adjusted car models in UDK
- Prepared skeletons, skinned, animated and imported characters in UDK
Project: “Contact” (first-person shooter)
- Designed characters animation assets
- Supervised outsource Motion Capture studio, working on animations for game characters
- Prepared characters and animations and import them into game engine “Lithtech Jupiter Extended” by Touchdown Entertainment
- Prepared weapon and props models. Imported them into game engine and made in-game adjustments
Project: “New Amazons” (turn-based strategy)
- Supervised outsources work on game characters and environment objects
- Imported game characters and objects into Nival engine (Silent Storm)
Project: “Full drive” (Off-road racing simulator)
- Modelled cars
- Supervised outsources work on car model
05/01 - 03/2008 Technical Artist, “Avalon”, Moscow, Russia
Project: “Antikiller” (third-person shooter)
Project: “Antikiller” (third-person shooter)
- Modelled buildings, cars and game objects
- Imported art assets in Renderware game engine
- Developed MEL-scripts to automate the process of objects and levels export
Project: “Sabotain: Break the Rules” (first-person shooter with RPG elements)
- Modelled game levels, weapon models and props
- Developed MEL-scripts for MAYA to improve content creation tools
- Scripted game quests
EDUCATION:
2001 MS in Engineering, State University, Moscow, Russia
REFERENCES AVAILABLE UPON REQUEST
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