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Joseph J. Pikop

Character Artist

338 Market St ap 4C

Lowell MA, 01852

joe@thejes.us * (617) 281-6947

 

Goal


To progress as an artist as part of a creative team.

Profile
• Quick, exacting and efficient modeling, texturing, UV unwrapping and rigging
• Able to produce excellent work on time in a fast-paced environment
• 3dsmax, Maya, Zbrush, Mudbox, Photoshop, Deep Paint 3d, Painter, After Effects
Experience

Mad Doc Software (www.maddocsoftware.com) Aug 2005 - Present
Character Artist: Create characters from provided concepts.

Constructed character models to completion (Model, unwrap, textures, rig and export)
Texture created characters using photoshop and Zbrush for normal mapping
Rigged characters with skin on a biped and custom bones for vehichles etc.
Worked with character artist to maintain consistent style
Created first iterations of next gen character work prototypes
Train other artists in Zbrush, Mudbox, rigging and general max concepts
• Tracked and scheduled work for LODs, Icons, and single player art
• Tracked and criticqued art from outsourcers to maintain continuity with our inhouse artists

S2 Games (www.s2games.com) January 2004 - Present
Contract Character Artist: Create characters from provided concept to texture.

Constructed character models from concept to completion
Assign UVW coordinates to created characters
Texture created characters
Prepared models for use in using Physique and Character Studio’s Biped

Turbine Entertainment Software (www.turbine.com) September 2004 - August 2005
Production Artist: Created art assets for Dungeons and Dragons Online

Created models, textures and uv sets for monsters
Created art for particle effects(textures and mesh effects)
Created particle art and particle systems for use in visual effects
Created models, textures and uv sets for level related assets
Prepared and exported assets for use in the game engine

Complex Games (www.complexgames.com) June 2002 - Dec 2003
Character Modeler: Created characters and prepared them for use in the Dungeon engine.

• Constructed character models from concept to completion
• Constructed armors for use in game from concept to completion
• Created items for the graphical Heads-Up Display
• Designed standardized character development process.
• Researched methods to allow users more control over their characters build (size, shape, color, etc.)
• Cleaned up animations done by other artists
• Prepared models for use in using Physique and Character Studio’s Biped

Parasytic Moon (www.parasyticmoon.com) April 2003 – June 2003
Character Modeler: Created characters for a Warfare engine modification.

• Constructed stylized character used as assets for Dissonance from concept
• Constructed static meshes for use in levels
• Optimized and created varying detail meshes for art assets

Education


Graduated from West Central Area High school, Barrett MN
Academy Education Center, Bloomington MN
• Pursuing certificate in Computer Animation

 

Personal


Black Belt in Tae Kwon Do. Yeah, that's right.