RYAN KUEHN
ryan@ryankuehn.net
GAME ARTIST FOR LIFE!
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
♦ 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
♦ 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.
ZBrush
3D Coat
Photoshop
Quixel Suite
3D Studio Max
(Primary)
Maya
(Secondary)
Unreal Engine
Unity Engine
HandPlane
CrazyBump
Knald
Perforce
zNormal
♦ 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)
♦ 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
♦ 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.
♦ 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
♦ 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)
♦ Creation of misc props / siege weapons / torture devices
♦ Package / Material set up (Unreal Engine 3)
♦ Creating misc props / vehicles in toy style
♦ Took a cinematic character to completion
♦ Environment artist / Level design for several multiplayer maps
♦ Creation of custom assets and general library objects
♦ Set dressing / Lighting / Optimization (Unreal 3)
♦ Hard Surface Modeling
♦ High to low poly pipeline, texture creation
♦ Created environment for opening game cut scene
♦ Directly lead team creating custom/modular/destructible assets
♦ Set dressing / base lighting
♦ Environment artist for New York City
♦ Fast paced turn around for photo realistic buildings in Times Square
♦ Modeled / textured environment props and textures
♦ Set dressing levels.
♦ Hard surface modeling
♦ Retopologizing / high to low poly pipeline
♦ Modeled / textured custom props and weapons
♦ Unreal Engine 3
♦ Modeled / textured custom props / environment pieces
♦ Unreal Engine 3
♦ 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
♦ Hard surface modeling
♦ Retopologizing / high to low poly pipeline
♦ Modeled / textured custom props / environment pieces
♦ Unreal Engine 3
♦ 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