Vas'Drakken

210 18th St Apt#4
Huntington Beach, CA 92648
United States

ph: (609)-384-6283

Resume

Benjamin Solheim
210 18th Street Apt#4                                                    Huntington Beach, CA 92648

(609)-384-6283 | ben@vasdrakken.com

http://www.vasdrakken.com/


 

Objective: To find challenging and rewarding work in a dynamic environment.

 

Education:


Full Sail University Orlando, FLJuly 2008

  • Bachelor of Science in Computer Animation

  • Focus in Environment Modeling / Shading & Lighting

Ocean County College Toms River, NJDecember 2005

  • Associate in Applied Computer Science (AS.GE.CS.CSTT, CPE.GENERAL) 

  • Programming, Databases, Photoshop, Web Site Design

  • Student Government senator and representative to academic standard committee

Work Experience:

 


Zoic Studios

 Intern / Artist January 2010 – June 2010

  • Transporting Digital Media, between Studios in the greater LA area

  • Built assets for production leads and producers, under short deadlines

  • Kept my mouth shut about items under NDA

  • Worked in the modeling discipline, shading and lighting, Textures and UVs, Animation for one small object, and rigging an intern project with SDK to mimic a rigged and weighted character that due to being hard surface and non-deforming could be cheated with a low over head rig. 

 

Mechanized Propulsion Systems Inc.

 Digital Artist / Technical Artist January 2009 – Present

  • Rendering hardware and software optimization, installing and configuring Linux and Windows workstations, software and hardware troubleshooting

  • Taking existing assets and integrating with new Art assets and updating as time allows for promotion material. Adding and or replacing textures, material and lighting.
  • 3D previsualization - lighting, modeling, rigging, texturing

  • Utilizing set driven keys, hierarchy structure, and spline curves to rig a hard-surface model with minimal overhead, and appearing to the animator to be an IK rig.

  • Building the environment from the 3D pre-visualization – building the foreground and backdrop as a mix of 3D and 2D cards, lighting and rendering the scene.
  • Working at odd hours and short deadlines.

 

Vizual F/X Studios LLC - defunct

 Modeler & Texture Artist September 2008 – January 2009

  • Responsible for translating 2D concept art into Polygon Meshes for use in Vizual FX's proprietary game engine, and for Xbox live title.

  • Modeling & U/V Mapping in Maya

  • Creating Zbrush-ready hard surface and organic low resolution Polygon Meshes

  • Building and detailing high-resolution hard surface models in Maya for use as Normal Maps.

  • Worked with both Realistic (MMO) and Toon Style (Cart Game)

 

Various Staffing Agencies

Systems Engineer October 2001 – November 2005

  • Systems Engineer, Information Technology Consultant

  • Military/Civilian Projects, Roll outs, Site Surveys, Sweep Team

  • Tech Solve Global: 10/2003 – 7/2005   System Engineer

  • Mars Employment, Inc: 1/2003 – 5/2004   System Engineer

  • Abbtech Staffing, NMCI Project: 8/2002 – 10/2005  Tier 3 Sweep Team / System Engineer



United States Air Force

 AAWSJ / Medical Admin / Weather Forecaster

 E – 4 Senior Airman July 1997 – August 2001

  • Honorably Discharge

  • DOD Secret Security Clearance

 

Technical Skills:


 

Art and computer skills

  • Firm understanding of lighting and color theory

  • Traditional Sketching on pads and doodling in Adobe Photoshop and Paint Shop Pro 9

  • Polygon and NURBS Modeler with subsets in Environments, Textur, Rigging and Scripting.

  • Familiarity with Maya and 3DMax’s modeling, texture and lighting systems.

  • Effective use of transparency in creation of efficient foliage and fake windows.

  • Lighting and Shading optimization for Mental Ray render and game engine renders.
  • Multi-pass rendering and composition using Diffuse, Specular, Shadow and Occlusion passes.

  • Maya application development - Mel Script tool development to assist in building complex    objects.

  • Integration of high and low resolution assets, from Maya, Max, Zbrush, C4D through object conversion and the use of FBX file format.

  • Understanding of Unreal engine optimization of assets.

  • Geometry optimization for normal maps.
  • Patience and logical able to resolve issues without getting overwhelmed or frustrate.
  • Creating efficient foliage rendering, both as paint effects and simple transparent plane.

  • Mental Ray render optimization

  • Programming & Scripting Background (Mel, C++, Assembler and Java Script.

 

Copyright - Benjamin Solheim "VasDrakken". All rights reserved.

210 18th St Apt#4
Huntington Beach, CA 92648
United States

ph: (609)-384-6283