Kamil Durzynski

Irvine, CA
Email: kamil@kamildurzynski.com
Portfolio: www.kamil3d.com

SKILLS:

  • Expert knowledge of Adobe Photoshop

  • Expert with Maya and 3D Studio Max; Modeling, Texturing and complex Material setup

  • Expert at Lighting and baking Lightmaps, including Ambient Occlusion and Mental Ray

  • Great knowledge of the Unity game engine for PC, Mac and Mobile

  • Good knowledge of Unreal Development Kit (or UE 3 equivalent)

  • Great Traditional Art, painting and drawing skills including sketching and concepting

  • Great knowledge of sculpting/detailing in ZBrush 4, Mudbox and Normal Map baking

  • Experience with implementing User Interface in Unity 3D

  • Extensive experience with console development kits

  • Quick to learn art creation pipelines, development tools and design programs

  • Experienced with setting and documenting asset creation guidelines and pipelines

  • Great at determining asset production times, setting schedules, and artist management/mentoring

  • Great understanding of animation; techniques, 2D animation, 3D animation modeling and editing

WORK EXPERIENCE: 

MLB Advanced Media, New York, NY   -   May 2017 – Present
Senior 3D Artist

  • Working with the Art team and directors on the “RBI Baseball” and “Home Run Derby” line of games for Xbox One, Play Station 4, Switch and mobile platforms.

  • Finding new and better ways of presenting and implementing stadium environment scenes including new shaders, mesh structures and handling, and lighting updates.

  • Updating stadium environment art as needed for various game projects and implementing changes in Unity 3D game engine.

Freelance Artist   -   Jan 2014 – May 2017

  • Worked with MLB Advanced Media Division (Nov 2014 - Present) to create art, modify assets, and complete, "RBI 2015, 2016" and "Home Run Derby 2015, 2016" game projects, along with other projects.

    • Modified various already-built 3D assets; implementing off-season construction from architecture drawings and concepts, asset texture changes, optimization tweaks, mesh editing and adding new models.

    • Created new lighting and lightmapping for baseball stadium scenes in various projects

    • Implemented a complete overhaul of UI for HRD 2015, including all new sprite assets, new fonts, and re-building entire menu and in-game UI pieces. Updated UI for 2016 as well.

    • Implemented new baseball stadium scenes into an existing project.

    • Painted skydome textures and worked on implementing them in-game.

  • Working on various small 3D and 2D projects for games, design products, and 3D printing. 


Powerhead Games, New York, NY   -   June 2012 – Nov 2013
Lead Artist

  • Collaborated closely with the production team to prototype and build a new mobile game using the Unity 3D engine.

  • Wrote extensive documentation for the design, production and implementation of all art assets.

  • Helped design and develop the player interaction, in-app shop elements and the function and in-game implementation of level art.

  • Built or oversaw the production of all of the art assets for the game, made by intern or outsource team, providing review and feedback for delivered work to make sure future assets were as-desired and any problematic assets were fixed with haste.

  • Designed, concepted and created UI assets for the game.

  • Painted concept art for future art assets.

  • Conducted initial testing to determine the art asset requirements for the project.

  • Helped write, edit, and painted concept art for design documents for future game projects.

Playmatics LLC, New York, NY   -   Aug 2011-Sept 2011
3D Artist (Off-site Contract) 

  • Provided the Art Director and Lead Artist with constant updated images and made changes based on any feedback while still maintaining the required pace/schedule.

  • Designed, rendered and composited buildings as isometric assets for a social game (Shadow Government).

N-Fusion Interactive, Manalapan, NJ   -   Nov 2008 – Feb 2011
Environment Artist

  • Worked closely with the Art Director, managers, animators and other artists on all stages of various Wii, PC and PS3 game projects.

  • Assisted the Art Manager with asset schedules and intern management.

  • Part of the team writing story and designing gameplay flow and encounters for unreleased game projects.

  • Wrote backstory, dialogue, and narration for “Dino Strike,” a Wii on-rails-shooter game, as well as provided art direction for in-game level transitions.

  • Lone Environment Artist for "Dino Strike"; integral in creation of all 6 levels and art scheduling.

  • Used Maya and 3D Studio Max to create environment assets from concept art and reference.

  • Used Unreal Engine 3 to prototype game asset pipelines, new shader techniques, particle effects creation, and build levels for an unreleased game project.

  • Cleaned up and reconfigured outsourced art assets for final in-game use.

  • Some character animations and cleaning up motion capture on Wii and PC games.

  • Created all 'game board' environments for "Medieval Games", Wii party-game. Also created many of its mini-game level environments and 3D menu screens.

  • Other shipped titles include; "Martian Panic," and "Buck Fever."

ihomegame, New York, NY   -   Dec 2007 –  Jul 2008
Lead Artist

  • Selected to Lead a team of 4 artists in the production of Isometricaly rendered 3D environment assets, character models, animations, and sprite based special effects.

  • Set deadlines for the art team and relayed our schedule to the Art Director and Chief Officers.

  • Communicated my team’s status to remote teams and set long and short term project goals.

  • Helped design the Isometric Flash engine used for the application.

3D Artist   -   May 2007 –  Dec 2007

  • Designed, sketched concepts and built modular 3D environments and assets for a Web based application; modeled in Maya and 3D Studio Max, rendered with mental Ray.

  • Helped design the user experience for the application including ideas for how users would interact with assets, build their own space, and navigate through the world.

  • Sketched then modeled characters.

Mercy College, White Plains, NY   -   Feb 2007 – Jun 2007
Teachers Assistant  -  Drawing I: Introduction to Drawing

  • Helped students attain a better grasp on form, composition, perspective, weight and value.

Gaia Industries, New York, NY   -   Apr 2006 – Aug 2006
Intern

  • Part of the art team on "Street Trace: NYC," modeling/texturing level clutter; shipping boats, crates, barrels, pallets, tires and background filler buildings.

  • Worked on early asteroid and ship models/textures for "Wing Commander Arena."

  • Trained new, Maya-proficient interns in 3D Studio Max.

EDUCATION:
Mercy College, Dobbs Ferry, N Y   -   February 2007
B. S. Computer Arts & Design Computer Animation and Game Design        
    (Summa Cum Laude)
CG Society Workshops, Environment Design for Games   -   March 2012