. JAY LEE - VFX Artist .


JAY LEE


VFX Artist


 

 
WORK EXPERIENCE

 May 2014 – Present     RIOT GAMES

Senior VFX Artist, VALORANT
•     worked on VALORANT from pre-production to ship
•     helped early vfx style development
•     authored an unreal ubershader for all teams to use
•     mentored and onboarded new vfx artists
•     established pipelines and directory structures
•     created video tutorials and workflow documentation
•     managed feedback and worked with outsource vfx vendors
•     provided feedback to vfx artists
•     communicated and collaborated with cross-disciplines to set vfx expectations
•     organizing vfx meetings and outings
•     led initiatives to upgrade tools and feature requests
•     submitted both vfx and non-vfx related bugs while viewing gameplay videos and streamers
•     made vfx to support weapon skins, agents, UI, nightmarket, and video promos


October 2013 – March 2014     MOLTEN GAMES

Senior VFX Artist, Unannounced Title
•     created material shaders in Unreal 4
•     
parameterized master materials for effects pipeline
•     created visual effects for gameplay and in-game cinematics


 June 2012 – October 2013     TRION WORLDS

Senior VFX Artist, Defiance
•     worked with programmers to help develop new shaders and tool modifications
•     trained other VFX artists
•     created visual effects and cinematics by learning proprietary technology


 
May 2009 – June 2012     ZIPPER INTERACTIVE
Senior VFX Artist, MAG, Socom 4,Unit 13          
•     developed and organized general pipeline and delivery procedures for VFX assets
•     trained and managed artists to help deliver VFX
•     created visual effects and cinematics by learning proprietary technology


 
March 2008 – May 2009     MONOLITH PRODUCTIONS
Senior VFX Artist, F.E.A.R. 2          
•     developed and organized general pipeline and delivery procedures for VFX assets
•     created visual effects and cinematics using proprietary technology


 
January 2006 – February 2008     SANDBLAST GAMES
Senior VFX Artist, Destroy All Humans 3            
•     developed and organized general pipeline and delivery procedures for VFX assets
•     created visual effects and cinematics using Unreal 3 technology


 
March 2005 – December 2006     JUNCTION POINT STUDIOS
Technical Lead Artist, Project: TBA           
•     developed general pipeline and delivery procedures for art assets
•     organized and exported art content into Unreal 3 engine
•     created visual effects, shaders, and cinematics using Unreal 3 technology
•     created models, animations, and textures for art preproduction
•     researched other 3D engine technology
•     scheduled art tasks with outsourced talent
•     set up Twikidocs outlining naming conventions, directory structures, and workflow
•     audited art tools in Unreal 3
•     trained other artists how to use Unreal 3


 
January 2002 - February 2004     ION STORM
VFX Artist, Deus Ex 2, Thief 3         
•     created VFX and lit some environments using Unreal 2 technology
•     created POV animations, static meshes, and skyboxes
•     worked with programmers in modifying new visual effects code
•     worked with designers to integrate new visual effects into game system
•     learned how to use full screen lighting, color effects, and VFX using GO engine


 
January 2000 - January 2002     ION STORM
Lead Artist, Deus Ex Playstation 2
•     tracked tasks and maintained schedule
•     converted Deus Ex assets for Playstation 2
•     remodeled various mechs and objects to higher poly counts
•     animated characters, mechs, and creatures
•     organized and directed mocap sessions
•     established new UI layout and created splash screens


 
January 1998 - January 2000     ION STORM
Lead Artist, Deus Ex
•     developed general pipeline and delivery procedures for art assets
•     tracked tasks and maintained schedule
•     used original Unreal technology
•     revised and modified art content
•     modeled and animated some characters and creatures
•     helped create Deus Ex box art
•     generated Deus Ex cover art for computer game magazines


 
January 1995 - January 1998     ION STORM
General Artist, Dominion
•     created models, textures, animations, and cinematics


 
December 1994 - January 1995     7TH LEVEL
Lead Artist, G-NOME
•     managed a team of artists
•     organized and tracked schedules
•     created models, textures, animations, user interfaces, and cinematics


 

EDUCATION


Class of 1992     UNIVERSITY OF TEXAS AT AUSTIN
Bachelor's Degree in Art
 
Class of 1994     ART INSTITUTE OF DALLAS
Associate's Degree in Computer Animation

 

SOFTWARE PACKAGES

Lightwave, Max, Maya, Blastcode, Photoshop, Unreal

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