Technical Artist at Mentalwarp collective
Brussels Area, Belgium
Technical Artist at Mentalwarp collective
Brussels Area, Belgium
* Excellent knowledge in texturing and normal mapping, graphical constrains of realtime rendering, image optimization, low depth quantization, (x)html semantic and css, chopsticks.
* Good knowledge in Cg & HLSL, painting and digital sculpting, modeling highpoly and lowpoly (character, environment & vehicles) - for both PC (UEd, KjAPI, ) and PS2, PS3 and PSP (©Fresh Engine).
* Fair knowledge in Python for maya, rigging, animation, colorimetry, photo manipulation.
(Computer Games industry)
April 2009 — Present (4 months)
(Computer Games industry)
February 2009 — Present (6 months)
"Member of the SkyMonkey Studio Collective, a Belgium-based collective, founded by talented and professional artists with backgrounds in various fields.
Each artist has versatile experience through work with worldwide recognized clients in the video game industry."
(Privately Held; 11-50 employees; Computer Games industry)
February 2005 — Present (4 years 6 months)
# Fable 2 - Lionhead Studios: nextGen character texturing
# Damnation - Blue Omega: nextGen environment texturing
# Aliens - Gearbox Software: nextGen texturing & sculpting, UEd
# Mythos - Flagship Studios: Diffuse texturing
# Guild Wars Factions - ArenaNet: Mod/Tex characters
# Guild Wars - ArenaNet: Mod/Tex characters
# Karaoke Revolution 4 - Harmonix: Texturing
# ...
(Privately Held; Computer Games industry)
April 2008 — February 2009 (11 months)
During the last few months I've been in charge of developing a versatile and cool looking shader system for EVE Online's expansion "Walking in Stations". My tasks included: writing HLSL code for effects and objects shading (including fog volumes, relief mapping, glossy cubemaps), outsourcing guidelines for assets, post process shaders (screenspace ambient occlusion, fog, bloom,..), optimizing map packing for dds, evaluating the shader and pipeline integration of Geomerics' Enlighten and creating a temporary lighting system during the transition for EVE's FanFest2008.
(Educational Institution; Higher Education industry)
September 2006 — September 2007 (1 year 1 month)
Teacher Assistant in 2d painting and texturing (both current and nextgen)
(Privately Held; 1-10 employees; Computer Games industry)
September 2006 — December 2006 (4 months)
Undisclosed PSP project: Modeling LP / Texturing characters
(Privately Held; 11-50 employees; Computer Games industry)
December 2005 — February 2006 (3 months)
Lone Wolf: Flight From The Dark: Modeling LP-HP / Texturing characters normal mapping
bachelor's degree , Realtime CG , 2002 — 2006
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