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Jay-r Kalugin - 3D Artist

Specialties
Game Design – Hard Surface/Organic Modeling – Texturing – Environments – Python – MaxScript

Experience

 

Gameloft 04/2010 – Present
3D Environment Artist

  • Developing 3D environments for an upcoming iPhone/iPad titles.
  • Texturing utilizing Photoshop.
  • Modeling in XSI and 3D Studios Max
  • Scripting in MaxScript and Python
  • Worked on projects on a global scale using IM/SVN/CVS. 

WorldForge 04/2003 – Ongoing
3D Generalist

  • Developed and built upon existing characters.
  • Created high resolution models and textures using normal, diffuse and ambient occlusion maps.
  • Generated tiled Diffuse, Normal and Specular maps.
  • Modeled and textured modular environment, vegetation, natural and man made props. 
  • Created python scripts to ease the implementation of game content.
  • Documented the pipeline on WorldForge wiki to ease the work flow for new contributors. 
  • Worked on projects on a global scale using IM/SVN/CVS. 

Microsoft Game Studios/Turn10 (Filter Talent) 05/2008 – 05/2009
Environment Artist

  • Generated accurate and real world environments for 24 Hour Leman, Bugatti, Cataluña and Amalfi tracks.
  • Engineering suggestions to break tracks in to sections.
  • Expedited prop placement and accurate terrain painting using Live and Google Maps.
  • Generated MaxScripts to speed up the iteration process of tracks and manipulate large amounts of data.

Sun Microsystems (Net Polarity) 08/2008 – 11/2008
3D Artist

  • Conceptualize and model interior and exterior environments.
  • Generated art in Blender3D and exported to X3D format to use in the world builder and XML files.
  • Created next gen content and export out Maya and XSI in Collada format.
  • Developed Python scripts to create the worlds in Wonderland directly out of Blender and XSI.

Radient Machine (Solutions IQ) 11/2007 – 05/2008
3D Artist

  • Modeled and textured armor assets and weapon props for Dungeon & Dragons 4th Edition application.
  • Developed and shared faster ways to create game textures for props.
  • Developed a method of creating hair and beard props to look anisotropic without the expense.
  • Generated high resolution assets for normal, ambient occlusion and diffuse maps.

Kaper II & Woody's Accessories 02/2004 – 10/2007
Senior Designer

  • Conceptualized, designed and executed all collateral material; packaging, catalogs, point of purchase displays and trade show booths.
  • Solidified and managed two corporate identities.
  • Interfaced directly with marketing, sales, and engineering staff to bring projects to fruition.
  • Generated corporate instructional videos that included; shooting, editing, motion graphics and audio.  

SprocketHeads 11/1999 – 05/2000
Motion Designer

  • Animated Fortune 500 companies logos for broadcast and VFX.
  • Composed and edited broadcast commercials.
  • Noise removal, color correction, camera tracking and rotoscoping.
  • Print and web development.


Skills
Proficient in 3DSMax, Photoshop, Painter , Maxscript, Photoshop, Python, Softimage|XSI and ZBrush.
Experience in After Effects, Avid, Dreamweaver, Maya, Modo, Mudbox, HTML/CSS/PHP, Flash and MS Office
Light Experience in 3D Coat, Blender3D, C#, HLSL/GLSL , Java Script, Lightwave, Solid Works and VBScript

Education
Portland Community College / January 2002 – May 2004
Associates in Arts, Winter 2010

University Anchorage Alaska / August 1997 – May 1999
Transferred to Portland Community College.

Interests
3D art, post apocalyptic and fantasy genera in entertainment media, programming, Open Source, hiking, camping, and fishing.