RYAN KUEHN

ryan@ryankuehn.net

GAME ARTIST FOR LIFE!

OBJECTIVE:

To bring my nine plus years of commercial game artist experience to a vibrant company that excites my passion for games, challenges me, and pushes me to become a better artist

WORK EXPERIENCE:

343 Industries

MP Environment Artist

June 2014 – Present

Valkyrie Entertainment

3D Artist

August 2007 – April 2014

 

♦ Asset creation in a fast paced, art driven established environment for the Xbox One.

♦ Prop art, environment art, level design, set dressing, engine importation/optimization, etc

♦ High to low poly asset creation, UV mapping, PBR textures, LODs for multiplayer maps in Halo Universe

♦ Worked with custom in house engine, several proprietary tool sets

♦ Working in and leading small teams to address high standards within the Halo Universe

 

♦ Asset creation in a fast paced, high end, rapidly changing environment according to client specifications

♦ Prop art, environment art, level design, set dressing, material creation, engine importation/optimization, etc

♦ High to low poly asset creation, UV mapping, transfer map baking, texture creation, LODs, all for everything from vehicles to foliage to props to weapons

♦ Working across a wide variety of engines/platforms according to client specs

♦ Working in and leading small teams to address high client standards in a variety of different art styles

♦ Rapidly switching engines/art styles/creation packages/final output according to client specs

Streamline Studios

3D Artist

January 2005 – May 2007

♦ Asset creation in a fast paced, high end, rapidly changing environment according to client specifications

♦ Primarily focused on the high to low poly asset creation pipeline, UV mapping, transfer map baking, and LODs

♦ High to low poly asset creation, UV mapping, transfer map baking, texture creation, LODs, all for everything from hero pieces to modular walls

♦ Working in Unreal Engine 3, creating materials, packages, in game collision.

TOOL SET:

ZBrush

3D Coat

Photoshop

Quixel Suite

3D Studio Max

(Primary)

Maya

(Secondary)

Unreal Engine

Unity Engine

HandPlane

CrazyBump

Knald

Perforce

zNormal

CORE SKILLS:

♦ High-poly modeling

♦ Low-poly modeling

♦ Hard Surface modeling

♦ Retopology

♦ High-poly to Low-poly asset pipeline

♦ Texture Creation (diffuse, specular, normal, full PBR)

♦ Level Design

♦ Prop placement / set dressing

♦ Lighting

♦ Engine pipelines (importing, material creation, etc)

EDUCATION:

Art Institute of Phoenix

Bachelor of Arts | Game Art/Design

September 2004

Highline Community College

Associate of Arts Degree

September 2000

PROJECTS:

With 343 Industries:

Halo 5: Guardians

343 Industries | Microsoft

MP Environment Artist

♦ Created custom models/PBR textures

♦ Worked with small teams to create multiplayer maps

♦ Lead small team to polish/finish Warzone maps
♦ Level organization and optimization for online performance

With Valkyrie Entertainment:

Forza Motorsport 3

Turn 10 | Microsoft

Track Artist

Forza Motorsport 4

Turn 10 | Microsoft

Track Artist

 ♦ Creating custom textures / models

 ♦ Ensuring track accuracy from multiple sources

 ♦  Custom 3D grass placement on multiple tracks

 ♦ Creating custom textures / models

 ♦ Ensuring track accuracy from multiple sources

 ♦ Creating a fictional track from scratch with small team.

Forza Motorsport 5

Turn 10 | Microsoft

Track Lead / Environment Artist

Lost Planet 3

Spark Unlimited | Capcom

Multiplayer Lead / Environment Artist

♦ Track lead for Silverstone (Fuel Engine)

♦ Directly lead team creating track specific/general library objects

♦ Took several other tracks to gold for shipping

♦ Worked on-site with small team to assist with final push

♦ Multiplayer level lead for Research Lab and Quarantine

♦ Directly lead team creating custom assets/general library objects

♦ Level organization (Unreal 3) and optimization for online performance

♦ Set dressing / VFX / Lighting

Kinect Star Wars

LucasArts | Terminal Reality | Microsoft

Track Lead / Environment Artist

Sorcery

The Workshop | Sony Computer Entertainment

Prop Artist / Level Design

♦ Level lead for several pod racing maps

♦ Directly lead team creating custom assets

♦ Block out to complete level design

♦ Level organization and optimization

♦ Set dressing / lighting

♦ Creation of cinematic props

♦ Creation of level specific and general library objects

♦ Set dressing / lighting

♦ Level / asset optimization (Unreal Engine 3)

Toy Soldiers: Cold War

Signal Studios | Microsoft

Environment Artist / Prop Artist

Hunted: The Demon's Forge

Bethesda

Prop Artist / Environment Artist

♦ Creation of misc props / siege weapons / torture devices

♦ Package / Material set up (Unreal Engine 3)

Tribes: Ascend

Hi-Rez Studios

Weapon Artist

♦ Creating misc props / vehicles in toy style

♦ Took a cinematic character to completion

Section 8: Prejudice

Timegate Studios

Environment Artist / Level Design

♦ Environment artist / Level design for several multiplayer maps

♦ Creation of custom assets and general library objects

♦ Set dressing / Lighting / Optimization (Unreal 3)

The Incredible Hulk

Edge of Reality | SEGA

Cinematic Lead / Environment Artist

♦ Hard Surface Modeling

♦ High to low poly pipeline, texture creation

Battlefield 3

Dice | EA

Environment Artist

♦ Created environment for opening game cut scene

♦ Directly lead team creating custom/modular/destructible assets

♦ Set dressing / base lighting

Twisted Metal

Eat Sleep Play | Sony

Environment Artist / Prop Artist

♦ Environment artist for New York City

♦ Fast paced turn around for photo realistic buildings in Times Square

Wheelman

Tigon Studios | Midway Games | Ubisoft

Car Pipeline

♦ Modeled / textured environment props and textures

♦ Set dressing levels.

Murdered: Soul Suspect

Airtight Games | Square Enix

Prop Artist

♦ Hard surface modeling

♦ Retopologizing / high to low poly pipeline

Darkvoid

Airtight Games | Capcom

Car Pipeline / Environment Artist

♦ Modeled / textured custom props and weapons

♦ Unreal Engine 3

♦ Modeled / textured custom props / environment pieces

♦ Unreal Engine 3

Ascend: Hand of Kul

Signal Studios | Microsoft

Weapon Artist

The Agency: Covert Ops

Sony Online Entertainment Seattle

Environment Artist / Prop Artist

♦ 3D Weapon concepts for Weapon development tree

♦ Model / textured custom weapons

♦ Modeled / textured custom props and modular sets

♦ Level design on Blimp level

♦ Set dressing / lighting

♦ Unreal Engine 3

This is Vegas

Surreal Software | Warner Bros.

Car Pipeline / Environment Artist

♦ Hard surface modeling

♦ Retopologizing / high to low poly pipeline

♦ Modeled / textured custom props / environment pieces

♦ Unreal Engine 3

With Streamline Studios:

Saints Row

Volition, Inc | THQ

Environment Artist

Unreal Tournament 3

Epic Games | Midway Games

Prop / Environment Artist

♦ Modeled / textured several dozen buildings

♦ Modeled / textured custom props / environment pieces

♦ Created tiling textures

♦ Unreal Engine 3

all artwork copyright respective owners

© RYAN KUEHN 2015