I'm a environment 3D artist specialized in modeling and texturing 🎮
I worked as Env artist with many companies and AAA games, such as CoD, Horizon: Forbidden West, Ubisoft, Guerrilla, and more as an outsourcing modeler.
I'm familiar with modern environment art software from my time working as a Sr Artist. In my line of work, I have done high poly sculpting, topology, textures of nature, buildings, props, and assets and also developed a great sense of team-building and leadership.
Longing to join a unique team and take on new challenges, I believe that hard work, an open mind, and respect are the means to achieve innovative solutions. My objective is to take part in developing a triple-A game within the core art department team and build amazing worlds full of adventure.
Interested in positions abroad with the possibility of relocation
You can access my linkedin at https://www.linkedin.com/in/murilomirandaart/
Responsibilities:
- Work with clients to create high quality environments and assets following the art direction.
- Have ownership and be responsible for whole environments.
- Act on feedback to bring production to a AAA quality in an iterative manner.
- Collaborate with other disciplines such as character, lighting and VFX artists to create a AAA game experience.
- Helping with the planning and estimation of work.
- Training and giving constructive feedback to junior and mid level artists.
- Engage with clients on calls to review/discuss project progress, showing a deep understanding of their creative needs, expectations, and timelines.
- Support the recruitment of additional high-quality artistic talent for the studio.
Responsibilities:
- Take ownership of two environments from start to finish
- Apply best practices, production pipelines and workflows into work
- Understanding about composition and visual story telling and translating the art director vision to the final product.
- Working with a time constraint managing the best approaches to every day's challenges
- Working in collaboration with animators and tech artist to ensure a good optimization of a real-time cutscene while delivering the best visuals possible.
I was working as a concept artist and start shifting to a full time 3d environment artist. While I was in charge of creating concept art for Fira, I also aid the environment production and learned from my colleagues. Fira had a small and welcoming team, that's why I consider myself more an environment rather than a concept artist for this position.
Responsibilities:
- Take ownership of a graphic overhaul on the company's original IP, Kriophobia.
- Create concept art for environments, characters and villains.
- Implement and incorporate feedback from producers and leads into work.
- Work independently on asset sets.
- Create environments in tight collaborations with Level Designers.
- Reference game design documents to develop an understanding of the environments, objectives, atmospheres, story and style of the project.
- Create efficient UV layouts that work well within the engine constrains.
- Create hand painted textures for assets and environments.
Responsibilities:
- Create visuals for the main character.
- Develop a compelling style similar to popular Japanese action shows (tokusatsu).
- Texture the 3d environment.
- Work closely with designers and art director on the pre-production stage.
Responsibilities:
- Create visuals for characters and villains.
- World-build a transmedia universe.
- Create visuals for creatures and monsters.
- Develop a compelling visual style.
- Texture 3d characters.
- Participate in photogrammetry studies for asset and texture production.
- Train and encourage junior artists.
Responsible for drawing characters and erotic scenes for the Hentai Heroes game.