Email: hypiryon@gmail.com
​Work Experience
July 2003 – Current :
​
Shipped Titles​:
2012 | Joyride Turbo | Microsoft Games Studios | Senior Environment Artist
2011 | Kinect Sports: Season 2 | Microsoft Games Studios | Senior Character Artist
2010 | Kinect Joyride | Microsoft Games Studios | Senior Environment Artist
2008 | Too Human | Silicon Knights | Senior Character Artist
2006 | NHL 2007 | Electronic Arts | Co-Lead Character Artist
2005 | NBA Live 2006 | Electronic Arts | Senior Modeler / Texture Artist
2005 | Fifa Soccer 2006 | Electronic Arts | Senior Modeler / Texture Artist
2005 | Cricket 2005 | Electronic Arts | Senior Modeler / Texture Artist
2005 | Rugby 2005 | Electronic Arts | Senior Modeler / Texture Artist
2005 | Need For Speed: Most Wanted | Electronic Arts | Lead Character Artist
2005 | Fight Night Round 2 | Electronic Arts | Modeler / Texture Artist
​2004 | Fifa Soccer 2005 | Electronic Arts | Modeler / Texture Artist
2004 | Champions League 2005 | Electronic Arts | Assistant Lead Character Artist
2004 | March Madness 2005 | Electronic Arts | Texture Artist
2004 | NHL 2005 | Electronic Arts | Modeler
2003 | NBA Live 2004 | Electronic Arts | Assistant Texture artist
2003 | March Madness 2004 | Electronic Arts | Assistant Texture artist

Cancelled Titles:
2008 - 2013 | 8 Titles | Microsoft Games Studios | Senior Character Artist / Environment Artist
2008 | Too Human 2 | Silicon Knights | Senior Character Artist
2004 | Skate Boarding Game | Electronic Arts | Modeler / Texture Artist

3d Cinematic Artist / Illustration Artist (November 2014 – December 2014)
Fathom Interactive - Vancouver – Sky Punks -Mobile
Created main character Billy, and main villain character Pirate King for Sky Punks cinematics.
Created illustration turnarounds of Sky Punks characters for Sky Punks character bible.
Concept / Illustration Artist (June 2014 – November 2014)
Fathom Interactive - Vancouver – Unannounced Title -Mobile
Majority of my work on this project was taking a concept sketch by Sergi Brosa, and creating a clean colored illustration of his concept. I would redraw his sketch with clean lines, color, shading and create color variations of each drawing.
I created some original concepts of my own.
Senior Character Artist (March 2014 – June 2014)
Fathom Interactive - Vancouver – Unannounced Title –Mobile
Created 9 characters in 3d for a mobile title from provided concept art.
Senior Character Artist (December 2013 – March 2014)
Fathom Interactive - Vancouver – Sky Punks -Mobile​
Created 13 characters in 3d for Sky Punks from provided concept art.
Senior Character Artist (August 2013 – November 2013)
Electronic Arts - Burnaby – Unannounced Title -Mobile​
Created many base assets to be used by multiple characters, Conducted pre-production tests on the look of the characters. Developed techniques for saving memory and obtaining the same look that runs in real time. Created real time character game assets.
Senior Character / Environment Artist (July 2008 - March 2013)
Microsoft - Vancouver - Cancelled Projects - XBLA/XBOX360/PC/Kinect/Windows 8/​XBOX ONE​

Cancelled game genres worked on:
Moba, action/adventure, sports, kinect simulation, racing, realtime pet simulation

Created high res and low res characters, animals, props, weapons, destructible objects, statues and world geometry from provided concept art.
​Did preproduction work on 8 projects that were cancelled.
Trained the entire environment team how to use zbrush and how to digitally scuplt. Also created multiple documents training environment artists how to build characters, as well as provided feedback and critique on a test character project.
​
Senior Character Artist (July 2011)
Microsoft - Vancouver - Kinect Sports: Season 2 - XBOX360​

Created football coaches, referee, cheerleaders, photographers, sideline players 
Created ski crowd, chair life operator, cameramen, photographer, orange jacket ski hill workers
Placed crowd on all ski tracks
Assisted in prop placement and chairlift placement

Senior Environment Artist (July 2009 - March 2010)
Microsoft - Vancouver - Kinect Joyride -XBOX360​

Created world geometry, props, weapons, destructible objects and statues from provided concept art.
Responsible for building and constructing Lighthouse Loop track, Canon Crossover track, Perilous Peaks smash mode track, Sunset Harbour Stunt track
Created all props with destructible states
Created weapons and itembox

Senior Environment Artist (July 2008 - March 2010 - Shipped 2012)
Microsoft - Vancouver - Joyride Turbo - XBLA​

Created world geometry, props, weapons, vehicles, destructible objects and statues from provided concept art.
Responsible for building and constructing Twisted Canyon track, 1/4 of Crimson Gorge stuntpark, 1/4 of Perilous Peaks stuntpark
Created all props with destructible states
Created all weapons that required geometry (missiles, bombs, etc.)
Created avatar award
Senior Character Artist (march 2006 – June 2008)​
Silicon Knights – St. Catharines, Ontario – Too Human​ - XBOX360​
Created high res and low res characters, armors, weapons, props and vehicles from provided concept art
Daily tasks consist of modeling, unwraping, texturing, shader creation in Unreal Engine 3
Lead the creation of all weapon types including swords, glaives, hammers, shields, pistols, cannons, and rifles
Created concept art for the weapons then proceeded to create the weapons in 3d
Assisted in creating generic armor for the main character, modular undead armor, and optimized weapon workflow
Attended weekly super move design meetings where we discussed types, uses, and visual look
Contributed to the game’s design process consisting of 115 super moves, enemy setups, combat controls, weapon naming and visual genres
Lead Pre-production Character Artist (2months)
Electronic Arts Canada - Burnaby, B.C.– Next Gen Pre-production - PS3/XBOX360​
Created templates for next gen. player head production
Templates consist of hand painted layers of color per region of the face. There are 3 - 5 different versions of each layer to account for different skin tones, skin types and greater variety and flexibility
Mentored artists in the production of player heads to achieve the highest quality
Co-Lead Character Artist (2months)
Electronic Arts Canada - Burnaby, B.C.– NHL 2007 - PS2/XBOX/Wii
Created a generic character creation workflow for fast and efficient head creation
Assisted in the hiring process by interviewing candidates
Created new star player heads (Wayne Gretzky, Sidney Crosby, among 20 others)
Senior Modeler / Texture Artist (4months)
Electronic Arts Canada - Burnaby, B.C.– Fifa Soccer 2006 - PS3/XBOX360​
Created concept art for 15 shoes
Created Nike Air Zoom shoe with color, specular, and normal maps with 5 color variations
Modeled 8 base uniform geometries for 3 different body types
Created 7 sideline characters
Lead Character Artist (7months)
Electronic Arts Canada - Burnaby, B.C.– Need for Speed Most Wanted - PS2/PS3/XBOX/XBOX360​
Developed visual look for the characters through pre production process
Textured color map, specular map, and normal map’s for 5 next gen., and 5 current characters
Held monthly review sessions with the art director
Delivered weekly status reports and participated in weekly status update meetings
Modeler / Texture Artist (4months)
Electronic Arts Canada - Burnaby, B.C.– Fight Night 2005 - PS2/XBOX
Textured boxer Jeff Lacy. Textures were created from provided front and side reference shots
Created 1 ring girl with 4 variations of bikinis
Assisted others with art related issues with their models
Assistant Lead Character Artist (2months)
Electronic Arts Canada - Burnaby, B.C.– Champions League 2005 - PS2/XBOX/Gamecube​
Created 41 player heads with provided head reference
Trained 2 people in head production and overlooked their work to ensure quality benchmarks were met
Weighted 9 manager bodies
Fixed all technical bugs that were received from game testers
Texture Artist (5months)
Electronic Arts Canada - Burnaby, B.C.– March Madness 2005 -PS2/XBOX/Gamecube​
Created 302 player uniforms. Uniform’s designs were drawn in illustrator then brought to photoshop where a wrinkles layer would be applied along with other shading and stitching details
Modeler / Texture Artist (2months)
Electronic Arts Canada - Burnaby, B.C.- NHL 2005 - PS2/XBOX/Gamecube​
Created 55 player heads with provided head reference
Assistant Texture Artist (3months)
Electronic Arts Canada - Burnaby, B.C.- NBA Live 2004, March Madness 2004 - PS2/XBOX/Gamecube​
Added cloth wrinkle layers and detail passes to base uniform kits in photoshop
Added blending layers to pre-existing court logos to properly blend logos with the court
Education​
2002 - 2003 Vancouver Film School - Vancouver, B.C.
Diploma in 3d animation and visual effects
Art classes at:
Alberta College of Art and Design
Wild Rose Art School
Private drawing lessons
3 years of private watercolor / acrylic lessons
Software Knowledge​
Current Primary Software:
Zbrush 4 R6
Photoshop CC
Maya 2015
3d Coat Texture Painting
Marmoset Toolbag 2.0
nDo 2
dDo
Xnormal
Knald
Topogun
Dev Track
Perforce
Also Known:
Keyshot
3d Studio Max
Softimage XSI
Unreal Engine 3.0
Mudbox
Painter
Deep Paint 3d
BodyPaint 3d
After Effects
Combustion
Illustrator
Premiere
Sound Forge
Alien Brain
Hansoft
