Resume

 

Contact Information
Carlos Cervantes
Email: carloscervantes.sc@gmail.com
Phone: 323-509-7194

Experience
Infinity Ward (Woodland Hills) 
2015 - Present
Position: Environment Artist
•    Model and texture realistic, modular, hard-surface and organic set pieces and props for a diverse set of environments.
•    Create realistic next gen textures and materials for use on architecture and terrain.
•    Work from photo reference, style sheets, and concept during the art creation process.
•    Adhere to the aesthetic and technical standards set by the Art Director and Environment Lead.
•    Take direction from the Art Director and work with the Environment Lead and designers in achieving the overall vision for the game art.

Sledgehammer Games (San Francisco) 2014-2015
Position: Associate Environment Artist
•    Model and texture realistic, modular, hard-surface and organic set pieces and props for a diverse set of environments.
•    Create realistic next gen textures and materials for use on architecture and terrain.
•    Work from photo reference, style sheets, and concept during the art creation process.
•    Adhere to the aesthetic and technical standards set by the Art Director and Environment Lead.
•    Take direction from the Art Director and work with the Environment Lead and designers in achieving the overall vision for the game art.
 

Burning Dog Media
Position : 3D Modeler/Texture Artist
Responsibilities: Environment artist working on a number of organic and hard surface assets built from concepts for untitled MMO for PC.
Aug, 2013 - Dec, 2014

Tom Castle LLC
Position: Environment Artist
Responsibilities: I create 3D models using Maya taking them from concept to final in game model. I Created all texture maps that included normal, diffuse, specular, displacement, and emissive maps using next gen techniques. 
Sept, 2012- July, 2013

Cervantes Independent Contractor (Los Angeles)
Position: Freelance 3D Artist working on various private commissioned projects, creating cg models and renders using a number of software. Jan 2011-Present.

Tall Chair, Inc. (San Francisco)
Position: Art Tech/ Environment Artist
Responsibilities: My responsibilities included modeling, texturing, and working with unity engine. I was also an art tech and was responsible for asset implementation and level set dressing. Worked on games for  iOS and facebook games.
Jan, 2010- June 2010 (Intern/Freelance).

Education
BFA-School of Animation and VFX (Graduated Aug,  2010)
Academy of Art University (San Francisco)
Specialized in 3D modeling & texturing for games

Software Proficiency
- Photoshop              - Zbrush
- Quixel Suite            - Headus UV Layout
- Topo Gun                - CryEngine
- Keyshot                   - Radiant Engine
- 3D Coat                   - Xnormal
- Substance Painter   - Maya

Skills
- Skilled in modeling detailed high poly models and emphasis on clean, efficient geometry with a good silhouette on low poly models. 
- Creating next gen materials using physically based shaders and materials (PBR).
-Experience Utilizing transfer map software to create next gen maps for in game use.
- Attention to detail and surface material with strong understanding of light, color, perspective and scale of geometry and how it relates to environment art.
-Ability to create efficient UV maps and paint custom texture maps.
- Good understanding of in game polygon and texture budget limitations and working with those restrictions while achieving a high level of detail and quality on the model and texture.
- Ability to take an asset from concept or reference to fully flushed out finished model.