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Transcribed Resume Below

My artistic abilites focus on a range of techniques to create high quality environment art assets and materials. During my career, I have honed in on the necessary skills such as sculptng and modeling organic and hard-surface assets, PBR texture creation across a wide array of assets and terrain, shader and material development within a PBR workflow, and capturing, processing and optimizing photogrammetry assets and materials for use at real-time.

Skills

  • Ability to create well detailed and optimized assets through high to low baking, scans, and modular kits through programs like Maya and Zbrush.
    Ability to create highly detailed texture sets from scratch and photogrammetry data through various programs like Substance Designer and Painter. 
    Shooting, processing, and optimization of photogrammetry data through camera captures.
    Shader building to achieve visual details not achievable through textures alone.
    Organization of information and documentation. Maintaining order with naming conventions, folder structure, and necessary supporting files. This skill applies to a range of my professional work to documentation and workflow write-ups.
    Collaboration across various teams and disciplines to plan projects, initiatives, and experiments during visual development.
    Managing and mentoring associate artists who have entered the industry or in the process of learning.

Work Experience

Microsoft | Turn 10 Studios | Look Development Artist

Title | Forza Motorsport (2023)
Redmond, WA     April 2020 - Current|
Shipped Forza Motorsport (2023) - Joined Full Time

  • Xbox & Bethesda Games Showcase (2022) 

    • Aided team in polishing of content shown in trailer video on all Laguna Seca shots and some Maple Valley shots. 

    • Responsibilities included natural compositions, terrain/asset blending, asset creation, and minor animations.

  • Xbox & Bethesda Summer Showcase (2020) 

    • ​Aided the team in the making and polishing of both Laguna Seca corkscrew and interior Garage space. Responsibilities ranged from asset creation big and small, on-site shooting of reference and assets, photogrammetry process, and set dressing.

    • Worked alongside our Vegetation and Terrain teams to achieve blended natural features from photogrammetry.

  • Aided in various internal Look Dev team projects polished to convey artistic direction, idea, and    experimentation that teams could use to draw ideas or discussion. These projects are then used as visual references and a place for    further experimenting for several teams such as design features of the track, cinematic demos, project scoping, etc.

  • Lead internal visual competitive analysis that followed launch of title and shared with stakeholders to leverage visual changes.

  • Traveled with team for photogrammetry trips to capture unannounced track.

  • Joined Turn 10 and 343 Industries on college tour to talk to, present, and interview students for our Summer Associate program. 

Microsoft - Turn 10 Studios - Look Development Artist (VIA Aquent LLC)
Redmond, WA     October 2018 - April 2020

  • Aided in photogrammetry capturing trips. For both, I was responsible for shooting assets on site, organization of photographed content, processing photographed objects, modeling/baking/texturing. 

  • Aided the team in initiative for creating a digital double of an environment with the photogrammed content.

  • Asset manifest management and maintenance on internal look development projects.

  • Conducted a competitive analysis on current graphics while collecting and organizing informative feedback from multi-disciplined leadership. Helped illustrate changes we needed to make visually for next title.

FTD Comapnies, INC. - 3D Generalist (Intern)
Downers Grove, IL     June 2018 - August 2018

  • Worked alongside the Principal UX Designer to establishing a digital 3D presence within the company’s structure, future prospects, and first steps to utilizing photogrammetry processes.

  • Asset creation for a conducted Turing Tests that demonstrates a side-by-side of current product photography and a replicated digital double.

  • Collaboration on mapping timelines and gant charts for 3D production to propose time and budget needs  from leadership teams.

  • Final presentation of work to highlight created projects and the plans moving forward in the company for a developing 3D department.

Hasbro Cake Mix Studio - Collaboration Course With SCAD
Savannah, GA     January 2018 - March 2018

  • Research and develop concepts for a series of interior and exterior digital environments to be used as backgrounds for future marketing content.

  • Worked alongside four other artists to complete one full environment and set strategy for look development workflows and techniques of environment assets.

  • Conducted pitch and final presentation of work to the client. Aided team in delivery of product.

The Mill (NY) - Mentorship Course with SCAD
Savannah, GA     September 2017 - November 2017

  • Created 3D models, lighting rigs, and composited final shots in a team of three. 

  • Shooting project background slates, as well as 7 stop exposure HDRIs using two techniques: the chrome ball technique and Theta S.

  • Maintained a personal blog to the three mentors of the Mill and collected critique during live weekly sessions.

  • Animated a car rig for one composited shot presented as “Driving Down Dirt Road”. Responsible for the material creation, light matching, and final composited shot.

Education

Savannah College of Art and Design, Savannah, GA
B.F.A Visual Effects - Magnum Cum Laude

      September 2014 - June 2018

      Deans List | September 2014 - June 2018

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Software

3D

Maya (and Arnold Renderer)

3DS Max

Zbrush

Reality Capture

Quixel Mixer

Substance Painter

Substance Designer
Gaea

Speedtree


Project Tools

Proprietary Engine

Adobe Suite

Unreal Engine

Marmoset Toolbag

Perforce

Copyright © 2016-2024 Anneka Cady. All Rights Reserved. 

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