Roman Lembersky
rlembersky@gmail.com
818 314 1009
Objective:
An environmental artist position in the video game industry.
Experience:
Freelance 3d Modeling and Texturing
TEAM4000, San Jose, CA Present
Modeling, Texturing, and level designing the arenas for the up and coming IPhone set to be released in early March. The game is about building, training and fighting robots. There is huge emphasis on texture art over modeling since the poly count has to be extremely low. I am using 3d studio max and photoshop to model and texture, then export the models into Lightwave.
CURRENTS OF SPACE, Bergen, Norway December 2008 - Present
Modeling and texturing ships and other assets for the game, Currents of Space, which is a sci-fi 3d space flying game similar to Freelancer. I use 3d studio max to model out and texture the space ships and the cockpits that are needed.
GOD COMPLEX, Athens, Greece November 2008 - Present
Designing and modeling the background levels for a fighting game revolving mythological Gods. Assisting in also the general look and feel of the game, using 3d Studio Max to make general quick models as concept art. I create the background models, and the arena upon which the characters fight, and send it off to the main programmer to implement into the game.
SALTVEIT INC, Santa Monica, CA October 2008 - Present
Model and texture out small assets for an up and coming MMORPG, Verdant Shadows. At first I spent a lot of time modeling and texturing various assets, from ruins, to plants, to various buildings. Soon afterwards I spent time texturing large scale buildings and levels. I used 3dstudio Max, Photoshop, and Crazybump for this project.
MEDIA ARSENAL, Woodland Hills, CA September 2008-November 2008
For Media Arsenal which is a web-design company I was paid to model out a high resolution garage door for their client, a garage selling company. After the initial modeling and texturing I was asked to make various animations for Media Arsenal to use in displaying the many angles, details and complexity of the garage door. I used 3dsmax and photoshop exclusively.
Level Designer and Environmental Artist
LUDUSENT, INC LosAngeles, CA March 2007 – August 2008
Created, designed, and modeled: levels, environments, and assets for the project "Sky Hunter". Third person shooter for PC and Xbox Live. Assisted in spearheading meetings and contributed to the overall game design.
Modeled and designed assets for the project "WebWood" a fantasy RPG for PC. I used 3dsmax and Zbrush programs together to create a much cleaner, seamless, textures and normal maps. I also contributed to the building the world, and level design, and contributed to the over all design of the game.
3D Background Intern
OW! Entertainment Santa Monica, CA January 2007-March 2007
Modeled, textured, developed scene assets and created the lighting for the environments in the animated short "Fluid". This was a high poly modeling, and required me to use post affects during the rendering process, making the scenery much more alive and realistic.
Environmental Artist Intern
GAME WIZARDS Santa Monica, CA September 2005-June2006
Modeled assets, and built the lighting for "Monster Smash", a UT2004 MOD that can be downloaded and played.
Environmental Artist Intern
LEGACY INTERACTIVE Hollywood, CA June 2005-August 2005
Modeled and edited the environments for the game "Law and Order: Criminal Intent", which has been published in the fall of 2005.
Skills:
Proficient in the programs: ZBrush, 3D Max, Maya, Photoshop, Aftereffects, Dreamweaver, Illustrator, Flash, and Flash scripting. Able to design, model and contribute creatively to a game.
Hardworking, responsible, reliable, and passionate about games; can work under pressure and with short deadlines; and can work well with a team and independently.
Education:
Art Institute of California, Los Angeles
Bachelors of Science Matrix: Game Art and Design