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Jovian Finch Nordgren
Technical Artist, 3D Generalist, Quality Engineer
Experience Highlights
Snuggles the Unicorn, Grapple Star (working title)
• End-to-end prototyping and rapid development of assets including: model, texture, rig, animation, shader, VFX, code, and prefab.
• Research, acquire, cleanup, optimize, and modify outsourced assets. • Develop in-house tools, evaluate and implement third-party tools. • Investigate and solve issues in the project with workflows, assets, and code. • Collaboratively solve business and project challenges within a small team.
Test Engineer (11/2017 - May 2019)
Quality Assurance Tester (03/2016 - 11/2017) Embedded Tester: Contract with Randstad USA (05/2015 - 03/2016) Destiny: The Taken King, Destiny 2, D2: Curse of Osiris, D2: Forsaken
• Studied and evaluated content workflows to discern points of failure,
averting future errors, increasing fix rate, and improving product quality. • Analyzed and investigated runtime memory concerns in areas of risk, steering project into memory budget to meet launch deadlines. • Developed tools and practices to slash workflow time cost by up to 90%, facilitating test efforts that were once prohibitively expensive. • Established and documented workflow guides to bolster team performance, promoting faster training and fostering self-reliance. 3D Generalist on Destiny 2 Ambient Life project (2017, 2018)
• Created ambient-life character assets for Destiny 2: • Owls in Farm social space, and Sea Monster on Titan. • Developed reactive character NPC with custom animations and VFX • Prototyped interactive bee hive obstacle in demo game environment Additional Experience
• Coordinate between client and customers on business/project needs.
• Achieve customer satisfaction with proactive and reactive measures.
Technical Artist: Capstone Project: Relic (07/2014 - 05/2015)
• Established and evangelized art workflows that improved team efficiency. • Collaboratively diagnosed and resolved pipeline issues and inconsistencies. • Optimized assets for performance, memory, and rendering limitations. • Authored and modified shaders, particle FX systems, and lighting in engine. • Developed innovative mitigations for engine limits to reach visual goals. Animation Instructor: Project FUN (Summer 2013 & 2014) • Assessed animation workflows (both traditional and digital), created documentation and practical demonstrations for a variety of skill levels. • Managed day-to-day work for a student team, tracking production timelines and setting and enforcing deadlines. Tutor and Teacher's Assistant (2011 - 2015) • Investigated and solved technical issues, demonstrated subject matter relating to animation and traditional art. |
ProfileTechnical Artist specializing in prototyping, cleanup, optimization, and artist support.
Proficient in 3D art workflows, traditional art, animation, VFX, rendering, and performance. Lightning fast learner, quality advocate, and team force multiplier. SkillsRealtime VFX, lighting,
rendering, shader authoring 3D Modeling and Sculpting: low and high poly workflows, model, unwrap, texture, rig, skin Scripting: C#, Python, Lua, HTML Traditional Art: draw, paint, sculpt, paper prototype Animation: traditional, 2D, 3D SoftwareUnity 3D
Pixologic Zbrush Autodesk: Maya, 3DS Max Adobe: Photoshop, Illustrator, After Effects, Premier, InDesign, Substance Designer & Painter Microsoft: Visual Studio, Word, Excel, OneNote, PowerPoint EducationBFA: Digital Art and Animation
DigiPen Institute of Technology Redmond, WA AA: General Studies
Certificate: Digital Illustration Everett Community College Everett, WA |