Ivan
Bouinatchov
(323)828-9062
ivan@ivan3d.com
Objective: Continuing
professional and artistic growth through application of past experiences and
challenging new tasks.
To always take ownership in the ever changing landscape of
game production - applying strengths equally as a player on
a large team of developers or as a multitasking core of like
minded developers whom believe in wearing many hats.
Finally, to see any vision through to becoming a reality.
Work Experience:
04/2011-Present
Reverge Labs
Marina Del Rey, CA
Art
Director - new projects and visualization
§ Creation of unique and appealing art styles
and settings for new game proofs of concept;
demonstration of
such concepts in visualization methods - from rendered stills to real-time demos.
§ Working directly with engineers to create new graphics
engines to best suit the set art styles.
Environment
Artist - Skullgirls
§ Implementation of painted backgrounds as 3D
sets, environment animations and NPC set up.
Handling of all technical
aspects that affected environments - optimal memory use, correct sorting,
visual fidelity
and addressing all of the reported bugs.
02/2009 - 03/2011
Cryptic Studios
Los Gatos, CA
Staff
Environment Artist - Star Trek On-Line, Neverwinter
Online
§ All
aspects of environment work ranging from prop creation to making entire playable
levels to designer
specification in the
proprietary editor tool.
§ Model
and texture creation, shader and LOD set up, attributes
for procedural placement etc.
§ Documenting issues, recurring problems and coming
up with proactive solutions.
§ Mentoring junior artists in use of tools and IP
required quality guidelines.
07/2003 -11/2008
Pandemic
Studios Los Angeles, CA
Environment
Artists - Full Spectrum Warrior 1 and 2, Mercenaries 2, unannounced
project
§ Well rounded environment artist, with noted
strengths in mechanical | hard surface subjects.
§ Completed full production on 3 shipped projects
and as a member of original IP core team.
§ Quickly and efficiently adapted to inner
workings and requirements of new teams and projects -
short timeframe
in adaptation to new art styles, new software and production pipeline.
05/2002 - 07/2003
BlackOps Entertainment
Santa Monica, CA
3D
Artist - Fugitive Hunter, Terminator 3, The X Files: Resist or Serve
§ Responsibility for multiple game levels - all inclusive
work, from prop creation to playable map
§ Quickly adapted to the project and performed
in a senior role
§ Have worked on 3 shipped projects and
developed close working relationship with the team and supervisors.
03/2002 - 05/2002
7
Studios Santa Monica, CA
3D
Artist - Defender
§ Project
hire to aid in creation of terrain and other assets for the game environment
§ Performed
my tasks in timely manner and meeting the requirements
§ Learn
proprietary and PS2 tools on the project
02/2000 - 01/2002
Viewpoint
Corporation New York, NY
Technical
Producer
§ Train
new hires in use of 3D capture systems and software
§ Train
new hires to generate proper content for the proprietary plugin
§ Lead
the most challenging projects, often without proper R & D time
§ Document
and distribute results of research
1999 - 2000
Metastream, division of Metacreations
Princeton, NJ
Senior
Lead Artist
§ Producing
photo realistic content for proprietary 3D Web plugin
§ Discover
and research proper modeling techniques for proprietary technology - distribute
the
knowledge
acquired
§ Test
and utilize 3D proprietary scanning technology (laser and structured light)
1997 - 1999
Viewpoint
Digital Los Angeles, CA
3D
Modeler
§ 3D
modeler, texture creator and mapper
§ Proficient
in digitizing and CAD modeling from plans and blueprints
§ Beta
testing 3D laser scanning hardware and software
Education1996
-1997 CraneRoyer Studios
Los Angeles, CA Graduating from one year program designed
to provide individuals with necessary skills to succeed in
traditional animation or computer arts industries.
Hours taken in the program are equivalent to that of
Bachelor Degree.
Applicable
Software knowledge and production skills:
Proficient and experienced use in production:
3D
Studio Max, Maya, Softimage XSI and Photoshop
High resolution mesh method of obtaining Ambient Occlusion
and Normal Map data
Developed production pipeline for modeling from photographs,
blueprints and concept art
CrazyBump
and nDo for
Normal Map generation
Variety of styles, ability to generate both handpainted or photosourced
textures.
Understanding and good knowledge of:
Z-Brush,
MudBox - sufficient for detailing previously
created surfaces
Havok
setup and work with other proprietary physics simulators
Project experience in rigging and personal interest in
animation / character set up
Classical animation knowledge and understanding of timing
and motion
Shipped
titles:
Skullgirls (Reverge Labs / Autumn)
- full production, PS3/Xbox360
Neverwinter Online (Cryptic / Atari) - production
Star Trek Online (Cryptic / Atari) -
production, launch and live team.
Undisclosed Project (Pandemic / EA) -
core team and proof of concept
Lord of the Rings: Conquest (Pandemic /
EA) - additional art, PS3/Xbox360
Mercenaries 2: World in Flames
(Pandemic / EA) - full production, PS3/360
Full Spectrum Warrior 2: Ten Hammers (Pandemic
/ THQ) – full production
Full
Spectrum Warrior (Pandemic / THQ) – full production
Destroy All Humans (Pandemic
/ THQ) – additional art
Fugitive
Hunter (Black Ops / Atari) - full production
T3: Rise of the machines (Black
Ops / Atari) - full production
The X Files: Resist or Serve (Black
Ops / Vivendi Universal) - additional art
Deffender (7 Studios / Midway) - contract work,
credits FMV
Ultima
On-Line:Blackthorn's Revenge (Origin) - freelance
work, no credit
Microsoft Baseball '99
(Microsoft) - as part of outsourced work