Josh Navarro
Objective
As a Level Artist, my job and passion is to create art that can function in a game environment. I am constantly improving myself as an artist, team player, and leader. I strive to push myself in situations that I am unfamiliar with in order to allow myself to grow, not only as an artist, but as a team player and contributer. As an artist in the gaming community, I aim to push myself, and my team, to exceed their creative limits in order to bring to life innovative and intellectual properties to redefine the gaming industry as it is today.
Professional
Experience
Red 5 Studios, Laguna
Hills, CA Jul 2012 – Present
Principle World Builder / Artist
Principle World Builder / Artist
FireFall (PC:
MMO)
§ Create
fully playable Zones from Whitebox to Final Art
§ Design
play spaces for encounters
§ Zone
layout
§ Create
texture sets and visual language for new zones
§ Use
Proprietary engine to terrain sculpt, set dress, and light within technical
constraints
§ Paint
or sketch concepts for new POI's
§ Use
modular pieces to construct play spaces
38 Studios, Providence,
RI Jan 2010 – May 2012
Principle Environment Artist / World Builder
Principle Environment Artist / World Builder
Project Copernicus (PC: MMO)
§ Manage
a team of up to 4 artists to support the construction of a level
§ Create
shippable levels from start to finish while meeting deadlines and milestones
§ Work
with Design to white box 6 zones and bring them to a fun and usable play space
§ Model
and hand paint texture assets in Maya/Photoshop
§ Use
Unreal to terrain sculpt, set dress, and light within technical constraints
§ Paint
or sketch concepts to further develop areas of the level and props
NovaLogic,
Calabasas, CA Apr
2009 – Nov 2009
3D Artist
3D Artist
Delta Force Xtreme 2 (DVD, Steam)
§ Creation
of props, LOD's, Collision, and textures
§ Revisions
to older props
§ Creation
of basic shaders and materials
Activision | Luxoflux, Santa
Monica, CA Oct
2008 – Apr 2009
3D Artist
3D Artist
Transformers 2: Revenge of the Fallen (Xbox360,
PS3)
§ Optimization
of assets, materials, and textures
§ Modeling
and texturing/Creating LOD’s.
§ Collision
and navigation meshes for A.I.
Education
The Art Institute of Los Angeles, Santa Monica, CA 2009
Bachelors of Science in Game Art and Design