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 |
7/03 – Present
n-Space
Orlando, Fl
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
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.
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)
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).