(604) 721-1404  timyang@shaw.ca
   
       
   
 
   
       
    Objective:    
   

A creative 3D artist seeking to utilize his skills, to meet, and to work with talented individuals who share the same vision and passion in CG Industry.

   
         
    Technical Skills:    
   
  • Maya
  • SoftImage XSI
  • Houdini
  • Zbrush
  • Mudbox
  • Cyslice
  • Photoshop
  • AfterEffect
  • Shake
  • Unreal Editor
  • Linux
   
    Education:    
   

Art Institute of Vancouver, Vancouver, BC                                         2005

Game Art and Design

 

Douglas College, New Westminster, BC                                            1999 - 2002

Computer Information Technology

   
       
    Experience:    
    RainMaker Entertainment Inc.      
    Maxsteel (DVD Feature) 2009 Nov - Present    
    CG Modelling/Texturing Artist    
   
  • Create desired surface look and feel for characters, props and environments as assigned by Modeling Supervisor.
  • Establishes the look and qualities of characters, props and environments with direction from Surfacing Supervisor and Art Director.
  • Spot and solve creative and technical issues
   
       
    CIS Vancouver      
    Invictus (IMDB) 2009 May - Nov    
    Houdini Artist - (Crowd Simulation)    
   
  • Work with various departments to ensure data being provided received and meets the quality and technical needs of the relevant.
  • Troubleshoot and where possible fix issues before a scene is sent to other departments.
  • As appropriate, develop techniques to ensure the requested animated geometry will integrate into a photorealistic environment.
  • Respond quickly to notes from the VFX/DFX or CG Supervisors before or during dailies to ensure best quality is maintained.
  • Optimize scenes to ensure best throughput of data.
   
       
    CIS Vancouver      
    Invictus (IMDB) 2009 Feb - June    
    CG Character Artist    
   
  • Responsible for modeling creation for character and props.
  • Creating high res models up to a feature film quality level.
  • Creating wide range of characters to be compiled into massive.
  • Creating morph target for animation purpose.
  • Creating 3d mo cap suits.
   
       
    Bardel Entertainment Inc.      
    ZEKE'S PAD 2008 Jan - 2008 Dec
    Lead Location Technical Director    
   
  • Responsible for model/texture creation for environments and props.
  • Solved any technical production issues, especially those related to environment, lighting and rendering.
  • Participate in pre-production planning to determine and address technical design requirements and issues.
  • Work with department leads and director to create wide range of environments.
  • Establish the lighting rig for environments.
  • Prepare and organize environment assets for outsourcing purpose.
  • Mentor and train others in areas of expertise.
   
       
    Bardel Entertainment Inc.      
    Viva Pinata 2006 July - 2007 Dec
    Environment Technical Director    
   
  • Solved technical production issues, especially those related to lighting and rendering.
  • Create environment sets and lighting rig for one-off shots.
  • Modeled and textured various environment assets.
  • Participated in pre-production planning to determine and address technical design requirements and issues.
  • Created lighting rigs to match provided colour keys.
  • Mentored and trained others in areas of expertise.
  • Excelled as a team player and strive to maximize team/department performance.
  • Performed special tasks as assigned.
   
       
    Bardel Entertainment Inc.      
    Viva Pinata 2006 Apr - 2007 July
    Render Wrangler    
   
  • Ensured the flow of rendered images from the lighting department to the
    compositing department.
  • Acted as a quality control, spotting mistakes before they compound.
  • Worked under the direction of the Senior Technical Director. Maintains
    the aesthetic, creative and technical quality standards of Bardel

    Entertainment.
   
       
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