Ryan Ackert Art and Design Portfoliopumpkin

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As a Lead Artist I spend a good portion of my time mentoring junior staff, solving problems for associate staff and critiquing the work of all the artists on the team. I have also dealt with outsourcing vendors, which involved creating very detailed training documents/videos and reviewing the work our vendors produce. I enjoy prototyping and have applied these skills to features such as functional FE demos as well as visual targets. I have many years of experience with a wide variety of traditional content creation applications such as Maya and Photoshop. I am also familiar with the latest procedural authoring tools such as Substance Painter and Houdini. While working on various platforms and game types I have developed a very good sense of time management and the abilities to meet incredibly strict deadlines. I also have an interest in programming which I have utilized to develop artist tools as well as writing game code. I am familiar with a number of engines including Unity, Unreal and Crytek. I have developed game assets for consoles Gen4 to Gen2, PC and Mobile.

The gaming industry is an exciting and challenging place to have a career. I am confident that I can be a beneficial member of any team I belong to.

I look forward to hearing from you.


Sincerely,

Ryan Ackert
More Below







Recent Development Experience

2015 Technical Artist for Sundown: Boogie Frights – Electronic Arts Canada
- Designing and writing (python) the art pipeline
- Mentoring junior art team members

2013-2015 Lead Artist for FIFA 14, 15, 16 – Electronic Arts Canada
- Streamlining external vendor processes and documentation
- Managing a team of 20 artists

2012 Artist for NHL 13 – Electronic Arts Canada
- Modeled and Textured a Swiss arena.

2012 Artist for FIFA 13 – Electronic Arts Canada
- Created new trophy scenes for UI
- Mel Scripted animation conversions
- Model/Texture updates on a Canadian arena
- Created new broadcast wipes.

2008-2012 Procedural Level Designer/Pre-Vis Artist for SSX – Electronic Arts Canada
- Created functional Front End prototypes using Maya
- Modeled/Textured/Animated Front End Pre-Vis movies
- Modeled/Textured scenes for Pre-Vis internal trailers
- Early Engine development Art support
- Procedural Tools Development with Houdini
- Created many of the tools that generate the base tracks
- Reviewing Tracks and Tools
- Developed a tool that automatically generates a 99% finished track asset

Show Past Experience

AI Vancouver-Burnaby (CDIS)
- Graduate of the Game Art & Design program. 3D modeling, key frame and classical animation, motion capture, texturing, game/level design, audio for games and game production.



Technical and Professional Skills

Low/high modeling skills; Knowledge of painted, photo manipulation and Maya Shader texturing techniques; Character rigging and key frame animation; Motion-capture filming, and processing; Strong level and character design ability; Skilled with hardware or software installation, working with windows operating systems and general use of computers; Able to work well within a team environment and on independent tasks; Work very well under stress; Excellent time management skills; Experience working with outsourcing; Project Management experience; Can produce quality work within time, poly or resolution restrictions.



Software Packages

Strong Skill Set

- Maya
- Mel Script
- Houdini
- Unity
- 3DSMax
- Photoshop
- Unreal
- HTML
- CSS
- MS Office
- Adobe Premier
- Adobe Illustrator
- Adobe Dreamweaver

Intermediate Skill Set

- C#
- AutoCAD
- Python
- Crytek Editor
- Substance Painter
- Zbrush

 

Personal Interests

- Game design
- Biking
- Canoeing
- Camping
- Swimming
- Carpentry/Building
- Computers
- Games

Certifications

- Maya Certification
- Bronze Medallion / Senior Resuscitation
- White Sail 2
- St. John’s Emergency First Aid
- Power Squadron
- Operators Certificate (for VHF radio)


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