About Me
Started out modding games back in 2012 and then got introduced to 3D animation a year later in 2013, I've been able to animate ever since but did however take a hiatus from 2016 to mid 2019 to focus on my studies. During those years I was however fortunate enough to take a course in animation, where I finally learned of the 12 basic principles of animation, as well as the existence of the curve editor and how to use it. For my graduation project I animated an assortment of weapons for implementation in Battlefield 2, a game I grew up with. With my graduation project as a work sample, I then successfully enrolled as an artist in PlaygroundSquad, a trade school for game development.
Knowledge
Artistic Software
- Autodesk 3ds Max
- Autodesk Maya
- Adobe Photoshop
- MAGIX Vegas Pro 15
- MAGIX Sound Forge Pro 12
- Marmoset Toolbag 3
- Substance Painter
Programming Languages
- Python 3
- GDScript
- Javascript
- HTML/XML
- CSS
- SQL
- C#
Programming Software
- Visual Studio Code
- JetBrains PyCharm
- JetBrains WebStorm
- MySQL Workbench
- GitKraken
- Sourcetree
- TortoiseHg
- Notepad++
Résumé
Professional Experience
-
None
Engine: N/A
Date: N/AResponsibilities:
- N/A
Amateur Experience
-
Concussed
Engine: Unreal Engine 4.25.4
Date: September 2020 - November 2020Responsibilities:
- Animations
-
Song of the Bardbarians
Engine: Unity 2019.3.5f1
Date: March 2020 - May 2020Responsibilities:
- Animations
-
Dino Jump
Engine: TenGine
Date: November 2019 - December 2019Responsibilities:
- Animations
- Environment
- Technical Art
-
Battlefield 2: Final War
Engine: Refractor 2
Date: October 2013 - January 2017Responsibilities:
- Project Lead
- Concept
- Implementation
- Balancing
- Animations