Advanced 3D modeling and sculpting.
Creating and maintaining Shader Library systems for visualization production pipelines.
Technical rigging and animation using 3D animation software.
Capable of providing direction for pipeline efficiency.
Encourages a creative and design-centered focus.
Expertise in both real-time and
pre-render software.
3D Modeling and Animation
Expert understanding of real-time game engines and their technical frameworks. E.g. Unity and Unreal
Realistic lighting and rendering for 3D scenes
Complex shader authoring
Modo, Maya, 3dsMax, ZBrush, Photoshop, Substance Designer & Painter, Quixel Suite, Photoshop, the Unreal Engine and the Unity Engine.
Senior Technical Artist, Intercept Games September 2023 to Present
Working on Kerbal Space Program 2.
Responsibilities include, but not limited to:
Developing tools and content creation pipelines for the Parts team. Helping oversee the team's implementation of content into the runtime for performance, quality, and content creation processes.
Creating tools for Unity, 3dsmax, Substance Designer and Painter, and any other relevant content software.
Shader development in Unity through the use of HLSL and Shader Graph.
Authoring 3D Materials using the Substance Suite of tools, as well as training team members to use Designer. Developing pipelines for content creation using Substance Designer.
Contributing to general game implementations and bug fixing.
3D Technical Artist, Amazon Nov 2022 to May 2023
Pipeline tools development. (Python, Maya, Unreal, Substance Painter, Substance Designer, Babylon.js, Substance Automation Toolkit)
Shader architecture development for multiple rendering platforms, real-time and offline.
Collaborate with business partners to meet their CX goals with 3D.
Contributing 3D art production standards and practices, QA.
People manager and project management.
Participating in R&D with engineer and science teams to innovate in 3D modeling and texturing processes.
Ambassador for Amazon 3D Commerce in the Khronos Group.
3D Material Artist, Amazon March 2020 to Nov 2022
Leading a team of material artists creating procedural materials with Adobe Substance tools for 3D asset production at scale.
Designing new and improving current material workflows for artists creating 3D content.
Created production pipeline for Substance materials and tools, establishing standards for 3D materials and insuring standards through a material QA process.
Shader architecture development for multiple rendering platforms, real-time and offline.
Providing technical expertise in the areas of creating 3D Content at scale: real-time rendering, offline rendering, best practices in modeling & topology, UV mapping, shaders.
Visualization Designer, TEAGUE June 2018 to August 2019
Developed production pipeline for Physically Based Rendering assets for cross-use in both real-time and pre-rendered scenes, integrated the Substance suite. (Designer, Painter, and Alchemist)
Constructed entire library of shaders for real-time with Unity for use in photo-realistic environments, as well as shader and material support for specially built tools for quick design presentation and iteration.
Wrote code for Unity and Modo (C# and Python) and helped develop tools which aided in production automation and improving performance in real-time scenes with Unity.
Modeled and managed full environments in Unity for Virtual Reality with a focus on photo-realistic lighting and materials.
Participated in project pitch development to establish design, narrative, creative ideation, and content production management for delivered work for clients.
3D Artist, Microsoft (Turn 10 Studios, Forza) January 2012 to September 2017
Worked on 8 AAA Xbox titles and 2 PC titles, and continued to support those titles with development on Downloadable Content (DLC).
Modeled assets car production, created materials and texture assets, matched all assets to photo-realistic reference, rigged and animated cars for cinematics and gameplay mechanics, animated driver characters.
Developed techniques and tools to help speed up the flow of art production.
SKILLS
Software: Modo, 3dsmax, Deadline, Substance Designer, Substance Painter, ZBrush, Maya, Unity, Unreal, Photoshop, Quixel, PiXYZ, Perforce
Programming Languages: Python, C#
EDUCATION
2009-2010: Vancouver Film School - 3D Animation and Visual Effects Graduate
COURSES:
Visual storytelling, narrative structure, shot composition
3D modeling, sculpting, life drawing
3D and 2D Character Animation
VFX Shot Composition
My name is Alex Jamerson, born and raised in Indianapolis, Indiana in the United States of America. Growing up with a fascination with film and video games, I became obsessed with learning how these products are made. This led me to attend and graduate from reputable Vancouver Film School in 2010, and afterward, landing a job at Microsoft working on the Forza Motorsport franchise for Xbox and Windows PC which got me started on my path of professional creativity and design.
My love of storytelling and technical development ended up leading me toward a new obsession with industrial design. Much of my spare time is spent sketching products like gaming peripherals, speakers, motorcycles and more, which usually lead to creating fully featured and real-world applicable products in 2D and 3D renderings.
I have over 5 years of experience in the video game industry as a 3D artist, and I have helped ship 6 AAA Xbox And Windows titles.
Designer and Artist
Seattle, WA
Contact@alexjamerson.com
What I'm currently reading:
Peopleware: Productive Projects and Teams, by DeMarco Tom and Lister Tim
Traffic: Why we drive the way we do, by Tom Vanderbilt
The Quest for Character, by Massimo Pigliucci
Some of my most favorite books:
The Design of Everyday Things, by Don Norman
The Writer’s Journey, by Christopher Vogler
Visual Thinking, by Temple Grandin
What I do when I’m not creating art:
Racing motorcycles
Traveling with the love of my life, Rachel
Volunteering at Greyhound Pets Inc.