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Albert Alejandro
Albert Alejandro
3D Artist
Hamilton, Canada

Summary

3D Artist with almost 30 years of diversified experience in the Video Game, TV/Film and Simulation industries. Proven record of delivering exceptional 3D assets in an efficient and timely manner. Adept at learning new software. Accomplished at creating stylized/realistic/high/low resolution art assets.

Skills

3D ModelingVehicle ModelingHard Surface ModelingProp ModelingEnvironment ModelingTexturingPBR Texturing

Software proficiency

Blender
Blender
3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
xNormal
xNormal
Quixel Suite
Quixel Suite

Experience

  • 3D (Hard Surface) Artist at Ape Squared
    Hamilton, ON, Canada (Remote), CA
    August 2023 - May 2024

    Modelling/unwrapping environments, props, weapons and vehicles

  • Senior Vehicle Artist at Parallel Domain
    Vancouver/Remotely from Ontario, Canada
    March 2020 - July 2023

     Created many of the vehicle and vehicle related assets for use in vehicle driving simulations to train autonomous driving systems

     Assisted in the development of content systems and pipelines to expedite the creation of assets

     Provided my knowledge and expertise of vehicles and vehicle functions to help create realistic content to better train the machine learning algorithms.

  • Senior Vehicle Artist at Electronic Arts
    Vancouver, Canada
    April 2019 - March 2020

     Reviewed and provided feedback to our vendors about assets they were submitting.

     Created vehicle related body kits and modifications.

     Integrated new vehicles into the game engine.

  • Vehicle Art Manager/Lead Vehicle Artist at AptitudeX
    Montreal, Canada
    October 2016 - November 2018

     As the Lead Vehicle Artist, I managed a small team of vehicle artist to create realistic rally cars and stylized fantasy vehicles.

     As the Vehicle Art Manager, I managed a small group of Lead artist and was the liaison with many of our clients.

     Assisted in the creation of technical documents, scheduling, pipeline development and creating concepts drawings.

  • 3D Artist at Serious Labs
    Edmonton, Canada
    July 2014 - June 2016

     Utilized my extensive knowledge of 3DSMax, Photoshop and Unity to create 3D assets of vehicles, props, heavy machinery and equipment for mining industry training software.

     Used my skills to create custom rigging and skinning to animate vehicles, props and machinery.

  • Vehicle Artist at Turn 10 Studios
    Redmond, United States of America
    June 2013 - July 2014

     Using 3DSMax, Photoshop and the studios proprietary tools to model, texture, rig, skin and set up vehicles in Forza 5 and Forza Horizon 2 to maintain the games status as one of the leading racing games on the Xbox One.

     Performed trouble shooting, bug fixing, polishing and quality assessment of many of the vehicles delivered from outsourced vendors.

     Assisted in training/mentoring new artists and collaborating with QA and Tech Art to refine the pipeline and development process.

  • Environment Artist at Digital Extremes
    London, Canada
    June 2012 - January 2013

     Applied my expertise in 3DSMax/Maya and Photoshop to create environment assets for Halo 4 (DLC) and an unreleased RPG/FPS title for Square Enix.

  • Senior Artist at Ganz
    Toronto, Canada
    April 2011 - December 2011

     Employed my knowledge of 3DSMax and Photoshop to create concepts and 2D/3D assets for various Webkinz games based on the very popular Webkinz plush toys.

  • 3D Artist at Vicarious Visions
    Albany, United States of America
    September 2008 - March 2011

     Performed sub-lead duties (team and asset management, scheduling, creative direction and training) and assisted the Art Director and Character Team Lead in developing an art style for Guitar Hero: Warriors of Rock (Wii).

     Collaborated with Technical Artist and Programmers with the development and implementation of a variety of tools and character creation systems providing the artist an efficient pipeline and reduce redundant work practices.

     My other duties included creating character and environment assets for various Guitar Hero titles (Wii, DS, 3DS), which outsold Xbox 360 and PS3 versions as well as adjusting and fixing skinning on characters and their clothing accessories.

  • 3DS Max Generalist at C4 Studios
    Toronto, Canada
    March 2008 - August 2008

     Created 2D/3D content, animations and lighting for several scenes for a National Geographic/Discovery Channel space documentary titled Journey to the Edge of the Universe. My expertise in 3DSMax and Photoshop enabled me assist the studio to meet their deadlines so the documentary could air on schedule.

  • 3D Artist at Pseudo Interactive
    Toronto, Canada
    December 2005 - February 2008

     Created concepts and 3D models of various vehicles, environments and props and helped develop a vehicle damage system for Full Auto and Full Auto 2: Battle lines and two unreleased titles.

     Assisted in the development of a vehicle customization system for the two Full Auto games and the development of a new ingame rendering system for our proprietary game engine. By sharing my extensive knowledge of Industrial Design and Mechanical Engineering I was able to help the vehicle modeling team create more realistic vehicles and environments to give the player a more immersive gaming experience.

  • 3D Artist/Animator at Beyond Games
    Salt Lake City, United States of America
    January 2002 - February 2003

     Assisted the FMV/cinematics team by animating several characters

     Modelled vehicles for use as game content and promotional material as well as modeling and texturing game assets for a popular Hot Wheels franchise.

     Employed my management and organization skills I helped the Art Director catalogue and categorize all 3D content created which eliminated redundancies and streamlined the workflow for other artists.

  • Lighting Technical Director at Elliot Animation
    Toronto, Canada
    March 2001 - July 2001

     Utilized my knowledge of Discreet Combustion to light and compose scenes for the animated TV series Sitting Ducks.

     Utilized my talents in modeling and texturing to enhance the visual appeal of scenes.

  • 3D Artist/Level Designer at Silicon Knights
    St. Catharines, Canada
    September 1995 - June 2000

     Employed my knowledge of Industrial Design and my experience designing levels for Blood Omen Legacy of Kain I quickly transitioned into a 3D Environment Artist position by self-educating myself in 3DStudio and Photoshop. My proactive approach impressed the lead artist who entrusted me with occasionally managing the team, writing design documents, concept drawing and high resolution cinematic modeling/texturing.