Jim Inziello

1011 Village Lane

Winter Park, Fl 32732

Cell Phone# 407.376.0882

Web Site:  zello3d.com

 

Position I am seeking:

Looking for a position as a Senior Level World Builder / FX artist

 

Career Level:

10 years of experience, 6 in Military and Nasa training, 4 in Console/PC/Portable Games

 

Education:

 FSU-Bachelor of Science Degree in Studio Art

 Graduation date  12/1998

 School of Visual Arts;

 Florida State University

 Focus in 3d modeling/animation, metal casting, life drawing, and painting.

Minor:  Business.

 

Skill Focus:

 

My focus is on Storytelling by way of building the world and fx that the player will experience.

I am proficient in working from conceptual designs, and doing the necessary research to stay within the cannon of a license.

I am focusing on writing stories for a more developed and cinematic approach to games.

 

I pride myself in crafting my artwork for the game engine and hardware that it will run on.

I manage my assets as a function of the time that I have to make them, and I always make

sure that the polygon and texture sizes are efficient while creating them.

I like to communicate with the programmers and designers about how we can achieve effects and efficiency

(like in reuse of animation, props, etc.)

 I can also provide basic scripting support to get my animations working on models in game.

 I am versatile in using both 3dsMax and Maya and I enjoy the benefits of either program.

 

Skills:

 

Maya 7.0

Skill level: Expert

7 years Experience

 

3-D Studio Max 8

Skill level: Expert

10 years Experience

 

Adobe Photo Shop CS

Skill level: Expert

12 years Experience

 

MudBox

Skill level: Intermediate

1 years Experience

 

Z-Brush

Skill level: Intermediate

2 years Experience

 

 Adobe After Effects 7

 5 Skill level: Expert

9 years Experience

 

Life drawing and illustration in various media.

Skill level:  Expert

14 years Experience

 

 Sculpture in clay, wax, foam, metal, and wood 

Skill level: Expert

12 years Experience

 

 

Professional Experience:

 

7/03 – Present

 n-Space

 Orlando, Fl

 

World Builder III

 n-space <www.n-space.com> - Current employer.

 

I started as a model builder for Geist: Game Cube and then transitioned to world building and effects on the project.

When that project was wrapping up, I had the opportunity to start on a small PC based FPS called KumaWars.

Kuma was a quick turn around, real life, mission based game. We had about 2 weeks for each 30 to 40 minute-

Mission, where I was the sole world, prop, and fx artist. 

After that, I worked on Golden Eye: Rogue Agent DS,  doing multiplayer and single player levels.

 I also did AI scripting for the single player missions.

 On Star Wars: The Force Unleashed DS, I worked on the first 1/3 of the project as a world builder and texture artist,

 after that, I did a few light saber effects and I was offered the position of FX artist.

 

 I take an active role in developing challenging game play when I work with my designers and I try to bring

 the concept of story, mythology, and continuity of design to every game I’m working on, and to the team I work with.

 

 

 8/1998 – 1/31/03

 JHT Multimedia

 Winter Park, Fl

 

Graphic Artist/3d Modeler/3d Animator

 Jardon and Howard Technologies <www.jht.com>

 

I modeled 200+ mechanical and organic subjects (soldier SIM, Turbo, Space Shuttle, crane, Cummins engine, etc.) using available

pictures/schematics/cad data in 3d Studio Max.  I animated complex scenes dealing with; engine piston / crankshaft timing, fire, smoke,

ice, ropes, chains, submarine prop cavitation, acetylene torch welding, etc.   I modeled both high-poly and low-poly models.  With Maya,

I wrote Mel scripts to define wheel rotation, augmented bone orientations for rigging characters, and customized my interface to enhance workflow.

I set up IK to FK Skeletons for character animation. (back when you had to do that). I used NURBS, polygon, and subdivision surfaces for modeling in Maya.

I also worked with Maya Paint, and created photo realistic plant scenes for a Marine Sniper training program.

 

I  rendered separate layer passes in Maya (to speed up rendering time), and then brought the layers into After Effects for compositing and labeling.

 

I used Director 8.5 for interactive web based 3d. I also developed low poly models, baked textures, and shaders for use in interactive 3d simulations.

 

Shipped Games

 

Geist (Game Cube, shipped 2005),

Kuma Wars (PC, shipped 2004-2005)

Golden Eye (DS, shipped 2005).

Winx (PSP, shipped 2006)

Star Wars: The Force Unleashed (DS, pending release 2008)

 

Additional Information

 

Animated short won a mention into the Pris Ars Electronica 1999.

I’m currently Writing a Sci Fi story for future publication.

Animating a short story entitled Mr. Ash, due late 2008.

I play the didgeridoo and clarinet.

I’m an amateur roboticist.

I dabble in character design and modeling (for DS and higher resolution applications).