Hello, my name is Jason Norman and for the past several years I have been studying game art, at Laguna College of Art and Design, with an emphasis on creating Hard Surface assets such as Weapons and Vehicles.
From a young age, I knew that I wanted to pursue a career in the video game industry. However, at the time, I didn’t know which path I wanted to take in order to get there. Beginning with my education at Norco Community college, I experimented with many different aspects of game creation. It was there that I found my passion in 3D Modeling and began to recognize an interest in Hard Surface assets. Graduating with distinction, I earned an Associates of Science in Game Art: 3D Environments and Vehicles. Since, I was accepted into Laguna College of Art and Design pursuing a Bachelor of Fine Arts in Game 3D Environments with an expected graduation of Spring 2018.
After graduating from Norco College and During my time at Laguna College of Art and Desgin, I was hired as a 3D Environment Artist at Kestrel Concepts Design Studio. With Kestrel, I worked with and eventual led a team of artists on several projects including video games and training simulations. My duties include: developing art style, scheduling and maintaining tasks, insuring aesthetic and technical compliance of assets, 3D modeling, texture baking, texturing using PBR workflow, asset implementation and version control. This position further developed my skills as an artist and provided experience of working with and managing a schedule of production.
As an artist, I am always finding new ways to challenge myself and my knowledge. I am fascinated with art history and learning from the masters as well as challenging myself to learn new and upcoming industry tools and techniques. I believe this hunger for knowledge helps propel myself to create better artwork on each new project. As an employee, I believe this quality important for learning and adapting to the process of those I work with.
Lead Art team of 4 members in 2D and 3D fields
Produce and maintain production schedules
Insure aesthetic and technical compliance of art assets
Modeling of high-poly and low-poly mesh for use in game
Creating textures using various software packages with PBR workflow
Integration of various assets into the game engine