| Vitaliy Naymushin - Character Artist
to request a full resume in doc format contact me at vitaliy_n@hotmail.com
Shipped Titles:

Work Experience:
July 2006 - Present id Software
Artist - Creating characters and other assets for next generation games. Modeling, high and low polygon, unwrapping, texturing, normal mapping, digital sculpting.
March 2005 June 2006 Ritual Entertainment
Character Artist Created all of the characters for a canceled doom 3 engine game, also helped with weapons, vehicles and environmental pieces, also created models and textures for characters in SiN episodes. Modeling (high and low polygon), unwrapping, generating normal maps, texturing, characters weapons and environmental assets, working with animators, programmers and level designers. Worked with the Doom 3/Quake 4, Source, and other proprietary engines, helped establish a next-gen pipeline and trained other employees.
June 2004 October 2004 Terminal Reality Inc.
3d Artist Created ingame kill puzzles, environmental pieces and props for Bloodrayne 2, also helped with creating characters for Demonik (currently canceled). Worked under console (ps2/xbox) limitations, modeling, unwrapping, texturing of realistic environment pieces and characters.
freelance:
May 2006 - June 2006 Bethesda Softworks
Contract Character Artist I was contracted to create next-gen monsters for Elder Scrolls 4: Shivering Isles, the Gatekeeper, the flesh atronarch, hunger and a few others. All work was done using 3dsmax, Zbrush 2.0 and Photoshop.
May 2005 - June 2005 Obsidian Entertainment
Contract Character Artist I was contracted to create high polygon source models for the main character costumes for Neverwinter Nights 2. Used zbrush 2 and 3dsmax.
October 2004 February 2005 Bethesda Softworks
Contract Character Artist I was contracted to create next-gen characters, artifacts and statues for Elder Scrolls 4: Oblivion. All work was done using 3dsmax, Zbrush 2.0 and Photoshop. Duties included modeling (highpoly and lowpoly) unwrapping, generating normal maps, texturing, importing assets into the engine. Some of the assets i have created were seen in magazines, screenshots and trailers for the game.
April 2004 June 2004 Streamline Studios
Contract 3d Artist I was contracted to create high polygon cinematic quality vehicles and weapons for Ghost Recon 2 cinematics and commercials. Inorganic modeling using 3dsmax.
December 2003 April 2004 Liquid Development
Contract 3d artist I was contracted to create vehicle textures for a game called Armored Titans (fate of the game unknown, presumed to be canceled)
November 2003 - June 2004 eSim Games
Contract 3d artist I was contracted to create realistic tank models and textures for a tank simulation game called Steel Beasts 2. Modeling, unwrapping, texturing using 3dsmax.
Shipped Titles:
Bloodrayne 2 PS2, Xbox, PC
Ghost Recon 2 PS2, Xbox, Gamecube
Elder Scrolls 4: Oblivion Xbox 360, PC
Sin Episode 1: Emergence - PC
Elder Scrolls 4: Shivering Isles - Xbox 360, PC
Software Knowledge:
3DSMax, Lightwave
Photoshop, DeepUV, DeepExploration
Mudbox, Zbrush
Alienbrain, Visual Source Safe, Perforce
Education:
Mercy College NY 2003 - 2004 Computer Arts Major
Long Island University 2002 - 2003 completed a graduate level 3d modeling and animation program (while being a senior in High School)
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