Jason Norman
Jason Norman
3D Hard Surface Artist at Ryzin Art
Thousand Oaks, CA, United States of America

Summary

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.

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Skills

3D ModelingHigh-poly ModelingLow-poly ModelingEnvironment ModelingHard Surface ModelingVehicle ModelingWeapon ModelingProp ModelingUV MappingTexture BakingPBR Texturing

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Substance Painter
Substance Painter
Quixel Suite
Quixel Suite
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Unreal Engine
Unreal Engine

Productions

  • Call of duty black ops 4
    • Video Game
      Call of Duty: Black Ops 4
    • Year
      2018
    • Role
      3D Artist
    • Company
      Ryzin Art

Experience

  • 3D Hard Surface Artist at Ryzin Art
    Newbury Park, CA, United States of America
    February 2018 - Present

    Creating detailed, high poly models

    Creating low poly models for use in game

    UV mapping and layout

    Baking normal and other texture sheets using a variety of software

    Creating realistic textures using the PBR workflow

    Creating model LOD’s for use in game

    Insuring teams’ assets meet aesthetic and technical compliance

    Integrating teams’ assets into various game engines

  • Project Art Lead at Kestrel Concepts Design Studio
    San Bernardino, United States of America
    March 2014 - February 2018

    Leading Art team of 4 members in 2D and 3D production

    Producing and maintaining art pipeline schedules

    Insuring aesthetic and technical compliance of art assets

    Creating detailed, high poly models

    Creating low poly models for use in game

    Creating textures in various software packages using the PBR workflow

    Integrating teams’ assets into Unity