Resume
cv_rebecca_stabler_2015.pdf | |
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About Me
I am an ambitious and versatile 3D artist with an enthusiastic approach to games, and in particular the environment design of video games. I am a self-motivated team player, constantly learning and evolving, challenging myself and allowing my skills to grow. I have experience working for clients such as Disney and Microsoft.
When I am not working on my portfolio, I like to spend my time enjoying activities such as playing my ukulele and cycling. I also enjoy playing games such as Red Dead Redemption and League of Legends, where I usually main the support role.
Technical Skills
I am a strong 3D modeller in many areas including archetechture, props and characters. I am also an adept 2D artist. I have experience using a variety of creative software including:
-Autodesk 3DsMax
-Autodesk Maya
-Unreal Development Kit
-Unity
-Sculptris
-Z Brush
-Mudbox
-Adobe Photoshop
-After Effects
-Crazybump
-xNormals
-Microsoft Office
-Perforce
-Hansoft
-Trello
Experience
Rockstar Games
‘Environment Artist'
February 2015-Present
Arooga
‘Artist'
June 2014-February 2015
-Creating 3D environments and characters to an immaculate standard ready for production rendering in Maya.
-Using Mudbox to create appropriate diffuse, specular and displacement ptex maps for character production.
-Rigging and animation of characters and relevant environment assets in Maya.
-Being responsible for creating production quality lighting set-ups for scenes and characters in Maya.
-Using After Effects to successfully composite rendered animations and relevant text to pass over to be placed in-game.
-Taking part in R&D of competing Facebook slot machine games to ensure our game is the best that it can be.
-Assisting with the 2D side of the game including Facebook posts and miscellaneous UI pop-ups.
-I am astounded by the amount of knowledge I have gained by working with the Arooga team. I was required to learn new software when I started such as Adobe Illustrator and Autodesk Maya. Not only was I able to pick up on these programs extremely quickly, but I was also able to expand my knowledge of programs I was already very familiar with, such as Photoshop, After Effects and Mudbox. It has been hard, yet rewarding, work to be learning on the job like this. Because I had previously been limiting myself to environment asset creation and game-engine work, creating characters for production rendering has been a welcomed new experience for me.
ECDIS Ltd. (Maritime)
‘3D Environment Artist'
March 2014 - June 2014
-Modelling buildings, Ports and Vessels for maritime training simulations.
-Creating visualisations in Unreal 3 Engine of Full Mission Bridge Simulators, mini-sims, and control rooms.
-During my time at ECDIS Ltd, I found it refreshing to utilise my skills within an industry that was entirely alien to me. Besides creating ports and vessels for the simulations and creating visualisations, I also participated in other areas of this tight-knit company such as R&D and hosting at their Open Day.
Zoe Mode (Kuju)
‘Graphic Artist’
May 2013 – March 2014
-Modelling buildings, props and small animals using 3DsMax.
-Animating said small animals using key frame animation.
-Texturing in Photoshop to fit the current art style.
-Implementing assets into the scene and creating the environment.
-Setting up relevant materials using in-house editor.
-Working to deadlines on time.
-Whilst working with the Zoe Mode team, I've been able to expand my 3D modelling, world building, and texturing skills through creating a wide variety of environmental assets. During my time here so far I've also learned new skills, such as simple key-frame 3D animation, using Perforce, XML files, and quickly getting to grips with Zoe Mode’s in-house engine.
Kerb Ltd.
‘3D Designer’
October 2012 – May 2013
-Modelling buildings and props from concept sketches using 3DsMax.
-Texture painting in Photoshop.
-Implementing exports and prefabs in Unity.
-Analysing and giving feedback on current iOS apps and games in progress.
-Occasional 2D and 3D concepts.
-During my time at Kerb, I gained an immense amount of valuable experience as well as new skills. Due to the advantage of experiencing the game production pipeline first-hand, my work has improved greatly since the standard it was at after leaving University. This position has helped me gain a good understanding of iOS app and game production, and has allowed me to inherit a range of useful new skills. I was able to work to deadlines (in particular, late night deadlines for clients in another time-zone). I picked up new software skills such as the fundamentals of Unity, some Maya, a little 3D animation, and got to grips with Tortoise SVN server, which was used to allow multiple people work on files simultaneously.
Titles worked on
‘Pure Slots' - Arooga
‘Powerstar Golf’- ZoeMode/Microsoft Studios
‘Disney’s Puzzle Kingdom’ –Kerb/Disney Japan.
‘Main Street Soccer’ – Kerb/Disney USA
Education
Southampton Solent University: Sept 2009 to May 2012
BA Hons Computer and Video Game Design – First Class Honours
-Became well skilled in the creative and visual aspects of 3D in-game assets.
-Explored the production pipeline for games in a range of art styles and methods.
-Experimented with a range of skills, from using the basics of modern sculpting software, to the design, concept and development of props and working in professional game engine software.
References
Available on request.
I am an ambitious and versatile 3D artist with an enthusiastic approach to games, and in particular the environment design of video games. I am a self-motivated team player, constantly learning and evolving, challenging myself and allowing my skills to grow. I have experience working for clients such as Disney and Microsoft.
When I am not working on my portfolio, I like to spend my time enjoying activities such as playing my ukulele and cycling. I also enjoy playing games such as Red Dead Redemption and League of Legends, where I usually main the support role.
Technical Skills
I am a strong 3D modeller in many areas including archetechture, props and characters. I am also an adept 2D artist. I have experience using a variety of creative software including:
-Autodesk 3DsMax
-Autodesk Maya
-Unreal Development Kit
-Unity
-Sculptris
-Z Brush
-Mudbox
-Adobe Photoshop
-After Effects
-Crazybump
-xNormals
-Microsoft Office
-Perforce
-Hansoft
-Trello
Experience
Rockstar Games
‘Environment Artist'
February 2015-Present
Arooga
‘Artist'
June 2014-February 2015
-Creating 3D environments and characters to an immaculate standard ready for production rendering in Maya.
-Using Mudbox to create appropriate diffuse, specular and displacement ptex maps for character production.
-Rigging and animation of characters and relevant environment assets in Maya.
-Being responsible for creating production quality lighting set-ups for scenes and characters in Maya.
-Using After Effects to successfully composite rendered animations and relevant text to pass over to be placed in-game.
-Taking part in R&D of competing Facebook slot machine games to ensure our game is the best that it can be.
-Assisting with the 2D side of the game including Facebook posts and miscellaneous UI pop-ups.
-I am astounded by the amount of knowledge I have gained by working with the Arooga team. I was required to learn new software when I started such as Adobe Illustrator and Autodesk Maya. Not only was I able to pick up on these programs extremely quickly, but I was also able to expand my knowledge of programs I was already very familiar with, such as Photoshop, After Effects and Mudbox. It has been hard, yet rewarding, work to be learning on the job like this. Because I had previously been limiting myself to environment asset creation and game-engine work, creating characters for production rendering has been a welcomed new experience for me.
ECDIS Ltd. (Maritime)
‘3D Environment Artist'
March 2014 - June 2014
-Modelling buildings, Ports and Vessels for maritime training simulations.
-Creating visualisations in Unreal 3 Engine of Full Mission Bridge Simulators, mini-sims, and control rooms.
-During my time at ECDIS Ltd, I found it refreshing to utilise my skills within an industry that was entirely alien to me. Besides creating ports and vessels for the simulations and creating visualisations, I also participated in other areas of this tight-knit company such as R&D and hosting at their Open Day.
Zoe Mode (Kuju)
‘Graphic Artist’
May 2013 – March 2014
-Modelling buildings, props and small animals using 3DsMax.
-Animating said small animals using key frame animation.
-Texturing in Photoshop to fit the current art style.
-Implementing assets into the scene and creating the environment.
-Setting up relevant materials using in-house editor.
-Working to deadlines on time.
-Whilst working with the Zoe Mode team, I've been able to expand my 3D modelling, world building, and texturing skills through creating a wide variety of environmental assets. During my time here so far I've also learned new skills, such as simple key-frame 3D animation, using Perforce, XML files, and quickly getting to grips with Zoe Mode’s in-house engine.
Kerb Ltd.
‘3D Designer’
October 2012 – May 2013
-Modelling buildings and props from concept sketches using 3DsMax.
-Texture painting in Photoshop.
-Implementing exports and prefabs in Unity.
-Analysing and giving feedback on current iOS apps and games in progress.
-Occasional 2D and 3D concepts.
-During my time at Kerb, I gained an immense amount of valuable experience as well as new skills. Due to the advantage of experiencing the game production pipeline first-hand, my work has improved greatly since the standard it was at after leaving University. This position has helped me gain a good understanding of iOS app and game production, and has allowed me to inherit a range of useful new skills. I was able to work to deadlines (in particular, late night deadlines for clients in another time-zone). I picked up new software skills such as the fundamentals of Unity, some Maya, a little 3D animation, and got to grips with Tortoise SVN server, which was used to allow multiple people work on files simultaneously.
Titles worked on
‘Pure Slots' - Arooga
‘Powerstar Golf’- ZoeMode/Microsoft Studios
‘Disney’s Puzzle Kingdom’ –Kerb/Disney Japan.
‘Main Street Soccer’ – Kerb/Disney USA
Education
Southampton Solent University: Sept 2009 to May 2012
BA Hons Computer and Video Game Design – First Class Honours
-Became well skilled in the creative and visual aspects of 3D in-game assets.
-Explored the production pipeline for games in a range of art styles and methods.
-Experimented with a range of skills, from using the basics of modern sculpting software, to the design, concept and development of props and working in professional game engine software.
References
Available on request.