Jim Inziello
1322 Hardy Ave
Orlando, FL 32803
CellPhone #407.376.0882
Email: jiminziello@gmail.com

Position I am seeking:

Lead DP CG of Interactive 3D Gaming R&D

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Career Level:

13 years of experience, 6 in Military and Nasa training, 7 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 directing an FX team to accurately breathe life into stereoscopic 3d games that are based on epic motion pictures and original IPs. Whether it’s setting the mood through dust drifting through a player’s FOV, or exploding the Death Star on a real time platform like the Nintendo DS, I am proficient in working from conceptual designs, and doing the necessary research to stay within the cannon of a license.

I manage my assets as a function of the time that I have to make them, and I always make sure that the polygon, particle limits and texture sizes are efficient while managing them for the targeted platform.

In addition to my team, I frequently communicate with the programmers and designers about how we can best achieve effects and efficiency (like accomplishing a code/shader solution rather than a less efficient work around.) I can also provide scripting support to get my team’s FX in game for testing.

In the realm of stereoscopic effects, I have been training myself to prepare effects that show off the ability to project into 3d space, while limiting effects and camera work so that, forward of the base plane,  objects never touch the sides of the frame, and any camera cuts will keep the C.O.I. at similar depth.  These are just two of many principles that I intend to bring to the portable 3d platform, providing the highest quality image without blurring and eye strain caused by improperly planned cut scenes.

Skills:

Maya 7.0

Skill level: Expert

3-D Studio Max 8

Skill level: Expert

Houdini 10

Skill level: Beginning

Adobe Photo Shop

Skill level: Expert

MudBox

Skill level: Intermediate

Z-Brush

Skill level: Intermediate

Adobe After Effects

Skill level: Intermediate

Other 3d skills

Preparing models for 3D Rapid prototyping

Can write scripts in a C++ environment

Particle systems

Hard/Soft-body Simulation

Rigging Shader networks

Some Fur Experience

Professional Experience:

7/03 to the Present
n-Space <www.n-space.com>
Orlando, Fl
Senior level Nintendo DS and 3DS Artist

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

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 then went on to work on 9 more DS Titles as a special fx artist.

Last worked on the Nintendo 3DS dev kit , and learned our particle system tools (used on Tron Legacy Wii.

I take an active role in my department, always checking that our work is authentic and adheres to the story/mythology of the intellectual property.

8/1998 -1/31/03
JHT Multimedia www.jht.com
Winter Park, Fl
Graphic Artist/3d Modeler/3d Animator

JHT is a Military/Nasa/CoastGuard/Commercial Computer Based Training Company.

Modeled 200+ mechanical and organic subjects (soldier SIM, Turbo Diesel Manifolds, Space Shuttle fuel systems, Heavy Cranes, a whole Cummings Engine, etc.) using available pictures/schematics/cad data in 3dsmax.

I animated complex scenes dealing with; engine piston / crankshaft timing, fire, smoke,

ice, tying knots with ropes, chains, submarine prop cavitation, acetylene torch welding, etc.

I also worked with Maya Paint, and created wind speed augmented plant scenes for a Marine Sniper training program.

I used Director 8.5 for interactive web based 3d.

While at JHT I learned a lot from Subject Matter Experts on countless topics, all while trying to bring as much photo realism to the Computer Based Training as I could.

Shipped Games

Geist (Game Cube, 2005),

Kuma Wars (PC, shipped 2004-2005)

Golden Eye (DS, 2005)

Winx (PSP, 2006)

Star Wars: The Force Unleashed (DS 2007)

Star Wars: Battle Front Elite Squadron (DS 2008)

Hannah Montana: The Movie (DS 2008)

Marvel Ultimate Alliance 2 (DS 2009)

Call Of Duty: Modern Warfare (DS 2009)

Toy Story 3 (DS 2010)

007: Blood Stone (DS 2010)

GoldenEye (DS 2010)

Call of Duty: Black Ops (DS 2010)

Tron Evolution (DS 2010)

Additional Information

I am currently Writing a SciFi story for future publication.

I have studied the principles of stereo separation for the purposes of display and audience perception.

Creating a short story about a bomb’s empathy, entitled Mr. Ash, using Maya and Houdini.

I am developing a game for the iPad

I play the didgeridoo and clarinet

First did stereoscopic 3d while in college using duel rendered animations (left and right eyes) with mirrors, synced VHS Decks and a vision testing stereoscope for the 1996 Un-Fair, FSU.

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