Summary

3d artist/designer. I sometimes stream myself working - http://www.twitch.tv/tvorjohnson

I love how art can be such a powerful tool in communicating mechanics and deeper emotions in games. Fluidly bridging the gap between Artist & Designer, I enjoy working closely with programmers to design systems and mechanics and the best ways of communicating these concepts visually.

Skills

  • Digital Sculpting
  • Visual scripting
  • Character Modeling
  • Texturing
  • Level Design
  • Rigging
  • Environment Modeling
  • Software Proficiency

    TopoGun
    TopoGun
    Photoshop
    Photoshop
    Substance Painter
    Substance Painter
    Substance Designer
    Substance Designer
    Unreal Engine
    Unreal Engine
    ZBrush
    ZBrush
    Unity
    Unity
    xNormal
    xNormal
    Maya
    Maya
    Quixel Suite
    Quixel Suite

    Productions

    Experience

    Mission Designer

    Hangar13
    May 2016 - Present | San Rafael, United States of America

    Freelance Artist

    Empty Clip Studios
    September 2014 - Present |

    General 3d art and look development for upcoming title "Symphony Worlds". Helped develop the overall look and current implementation of art in the title. Prototyping visual effects and consulting on game and level design.

    Dota2 Workshop contributor

    Valve Software
    January 2013 - Present |

    I enjoy designing, modeling, Texturing and Rigging armor and weapon assets for both the Dota 2 and Chivalry steam Workshop with successfully accepted items into both games.

    3d Artist / Game Design

    Zenfri
    February 2014 - October 2015 | Winnipeg

    Duties included modelling, rigging, animating, texturing, UI work, visual effects. Responsible for organzing workload of one other artist and mentoring their learning. Worked closely with programmers to design and implement core game mechanics. Integrated all artwork in the game using Unity. Developed shaders using node based editor (Shader Forge) primarily used for visual effects. I helped build prototypes for pitch projects, as well as lead the visual development in pre-production of an unreleased title.

    Level Designer

    Compulsion Games
    September 2010 - October 2013 | Montreal

    Working closely with the creative director and programmers to develop game mechanics and spaces that communicated the look and feel we wanted to present to the player. Duties included Pre-production, Level Design, Scripting, Promotional Art, Running playtests, Core mechanic development. Was on the project from beginning to end, shipping on all major consoles and desktop.