Resume

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Jared Sobotta_Resume

Education

 

  • Full Sail University

Bachelors of Science in Game art

(2010-2012)

Academic Experience (Game Development)

  • Game Project (December 2011- April 2012)
    • Shameless Studios, Ballistic Fist
      • Environment lead
        • Created Podcasts and a tutorial for fellow artists to match our art style.
        • Created concept art for two levels
        • Worked on five levels
        • Created, lit, and assembled Ireland level single handedly.
          • Created low-res and high-res 3D models
          • UVed models
          • Fully textured in Photoshop
          • Assembled in-game level

Additional Honors & Awards

*Advanced achievement award for my graduating class (Most likely to succeed)

*November 2011 course directors’ award- Fundamentals of Art 2
Professional Experience

  • Naughty Dog

“Uncharted 4: A Thieves End”

2425 Olympic Blvd, Santa Monica

August- Current

  •  Environment Texture and Shader Artist
  • Modeling and Texturing
  • Uv’s
  • Shader/Blend material Setup
  • Blend Work
  • Bioware

“Star Wars the Old Republic- Knights of the Fallen Empire”

“Shadow Realms” (Cancelled)

3110 Esperanza Crossing Ste 110, Austin, TX 78759
(512) 382-8682

October 8th- current

  •  Environment Artist
  • Physically based rendering pipeline
  • Modeling and Texturing assets
  • Material work
  • Hi and LoRes Modeling/Sculpting
  • Set dressing in Frostbite 3
  • Set dressing in Heroblade
  • World Building/Landscape
  • Lighting
  • Outsource Management. Outsourced assets, gave feedback and critiques. In sourced work and integrated
  •  
  • Whitemoon Dreams, Inc.

 

(“Warmachine Tactics”)

448 S Hill st. #808, Los Angeles CA 90013

January 6th – October 6th

  • Environment Artist
  • Physically based rendering pipeline
  • Modeling and Texturing assets
  • Material work
  • Hi and LoRes Modeling/Sculpting
  • Set dressing in Unreal Engine 4
  • World Building/Landscape
  • Lighting
·      Motion Logic Studios

July-2014- present

  • Freelance 3D artist
  • Modelling and texturing assets
  • Unreal 4 integration and materials
  • Unreal 4 Lighting

 

  • Digital Domain

(Batman Arkham Origins”)

February 26th-July

 

  • Lead Lighter/Technical Director
  • Modeling/Texturing Environment assets
  • Pre-rendered cut scenes
  • Lit and helped pose characters for April edition of “Game Informer” publicity stills.
  • Character and Environment lighting
  • Modeling/Texturing assets
  • In charge of custom Lighting level management
  • Attached and animated lights with “Bone names” in Unreal Matinee
  • Designed teams lighting pipeline for project
  • Trained Lighting team for cohesive lighting and reviewed team character and environment lighting before finalizing
  • Worked diligently along side compositing to create the best visuals possible
  • Set up Matinee tracks in Unreal Engine. Animated Props inside of Unreal Engine.
  • Rendered sequences for compositing
  • Created multiple passes (Rim light passes, matte passes, etc.)
  • Set dressing

 

  • Bertone Visuals
  • 3D Artist/Producer
  • February- January 1st 2014
  • 229 California St
    El Segundo, CA 90245
    (424) 218-9002
  • Modeling Hi Res assets for cinematic.
  • Texturing Hi Res assets for cinematic.
  • Uv all assets created
  • Lighting and Rendering (Maya Mental Ray)
  • Hired and managed team of six artists.

 

  • Digital Domain
    • December 9th 2012 –January 1st.
    • Lighting/TD
    • Lit in Unreal Engine for Digital Domain Art test
    • (Test was given to Digital Domain I was hired to help)

Problem solved, set up Matinee tracks for rendering

  • (Unreleased Title)
  • Digital Domain

(The Bureau: Xcom Declassified)

  • July 2nd- October
  • (Unreleased Title)
  • Lead Engine Lighter
  • Cross Trained as Technical Director.
  • Lit all scenes for project
  • Set up Matinee tracks in Unreal Engine
  • Placed Characters and cameras in Level and set up cinematic sequence.
  • Imported and Exported Animation from Raw Mocap, to 3DS Max, to Unreal Engine.
  • Animated Props inside of Unreal Engine.
  • Modeling/Texturing assets
  • Software – Maya, 3DS Max, Mudbox,  ZBrush, 3D Coat, CrazyBump, XNormal, Unreal Development Kit, Unity, Photoshop, Endorphin
  • Platforms – Windows, Mac OSX
  • Skills Strong Traditional arts background, Problem Solving, Teamwork and communication, High/Low poly modeling, Uv’ing, Texturing in Photoshop and 3dcoat,  Baking normal, occlusion, & Specular maps. Painting High resolution textures Shading & Lighting Drawing & Sketching Concepts
  1. Linda Frederick
    October 26, 2013 at 12:44 am

    I Love your work Jared!

  2. gag660
    November 12, 2015 at 5:39 am

    Oh cool! I am almost graduated with the same degree (at the same university)!

    • November 12, 2015 at 6:04 am

      Very cool, congrats! Say Hello to Chops and the rest of the staff for me!

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