Emily Huffman Environment Artist Portfolio: www.emilyhuffmanart.com Contact: ehuffmanart@gmail.com (360) 509 7356 1285 River Vista Row Unit 141, San Diego, CA 92111 Software/Hardware Advanced 3D Studio Max Adobe Photoshop Intermediate Maya UnrealEd ZBrush Mudbox Skills *Experience working in a production environment on games for various platforms adhering to strict technical and artistic guidelines. * Expertise in hand-painted textures using Photoshop and experience creating all map types for current-gen development. * Familiarity with level editing tools such as UnrealEditor 3 and experience with proprietary engines. *Strong high and low poly modeling ability in 3DS Max and Zbrush/Mudbox and some familiarity with Maya. Experience (03/08-3/09)SuperVillain Studios-Environment Artist- Created real time art for multiple projects at SVS, responsible for modeling, lighting, texturing, exporting, optimizing, adding effects and adhering to strict technical restrictions using 3DS Max, Maya, Photoshop, and proprietary tools. Worked in a very collaborative, open environment helping to decide art styles, prototyping games and working with programmers to improve our engine and tools. Titles: Order Up!(2008) for the Nintendo Wii, an Unannounced RPG for the Nintendo Wii and also created assets for an Unannounced RPG on the XBOX 360 and an Unannounced Adventure game for the Wii. (03/07-3/08)Freelance Artist- Worked remotely for various clients creating both real-time and pre-rendered art using 3DS Max and Photoshop. (07/06-12/06)WildTangent-Art Generalist- Modeling, Texturing, lighting, level creation, and animation using 3DS Max, Photoshop and proprietary tools. Focused mainly on level/environmental art. Helped to complete development of Run N Gun Football, retrofitted 8 games with new artwork, and helped to concept and complete an environment for a new game prototype. (09/05 – 5/06) 3Plains Corporation – 3D Artist – Texturing, unwrapping, lighting, modeling, rendering, animation, compositing and photo manipulation for visualizations and interactive training software in the aviation, defense and emergency services fields. Created texture maps and models in both high and low poly count/texture resolutions. Integrated models into real-time and film presentations. Worked to client and technical specifications sometimes using artistic license when presented with limited information. Helped to define texturing, rendering, file management and work flow standards of the studio. Education Graduate of The Art Institute of Seattle, December 2003, Animation, Art and Design, Associate of Applied Arts. Focused on Environments and Texture mapping for film and games. References Available Upon Request