Furio Tedeschi

Furio Tedeschi

Concept Artist at Paramount Pictures

Senior Character Artist

South Africa

Hire Me

Concept Artist

Bumblebee: The Movie (2018)

Concept Artist

Illang: The Wolf Brigade (2018)

Concept Artist

A Quiet Place (2018)

Concept Artist

Transformers: The Last Knight (2017)

Senior Character Modeler

Silent Hill: Revelation 3D (2012)

Senior Character Modeler

The Three Musketeers (2009)

Character Artist

Warframe (2013)

Freelance 3D Character Artist for /343 / Liquid

Halo 4 (2012)

Cg Artist

Pacific Rim (2013)

Cg Artist

Silent Hill: Revelation (2012)

Concept Artist

Resident Evil: Retribution (2012)

Work History
  • Senior Character Artist

    BioWare

    August 2014 - Present

    Senior Character Artist

  • Freelance Concept Artist

    WB Games

    April 2014 - Present

    Concept Art for game

  • Freelance 3D Character Artist

    Blur Studio

    January 2014 - April 2014

    Freelance 3D Character Artist

  • 3D Artist/ Concept Art

    Sapphire Technology

    December 2013 - January 2014

    Various Art for Sapphire Graphics box Art

  • Freelance 3D Sculptor

    McFarlane Toys

    April 2013 - December 2013

    Sculpting various models for statues and toys

  • CG Sculptor

    McFarlane Toys

    April 2013 - December 2013

    Sculpting various models for statues and toys

  • Freelance 3D Character Artist

    Digital Extremes

    December 2012 - April 2013

    Character Artist on WareFrame

  • Freelance 3D Character Artist

    Gameloft

    June 2012 - September 2012

    Character Artist on Dungeon Hunter 4

  • Freelance 3D Character Artist for Liquid Development

    MicroSoft Studio 343 / Liquid Development

    November 2011 - May 2012

    Freelance 3D Character Artist for Liquid Development on Halo 4

  • Senior Modeler / Concept Artist

    Mr. X

    January 2011 - December 2011

    Concept Artist / Senior Character Modeler

    Pacific Rim
    Assisted Guillermo del Toro with early concept designs done in Zbrush from Concepts illustrated by Francisco Ruiz, Wayne Barlowe, Allen Williams and Guy Davis and sum early previs models

    Resident Evil Retribution
    Design and Concept Art for the Uber-Licker

    Silent Hill 2
    Created Digital doubles for actors and creatures

    3 Musketeers 3D
    Created Digital doubles for backround characters and various props, textures and the UVs :]

  • Lighting Artist / Clonewars Republic Heros

    Krome Studios

    November 2008 - November 2009

    Programs used: Maya,3D Max, Adobe Photoshop CS, Lightsprint , ingame Lighting toolz and Mercury (Game Engine)
    Early Programmers meetings to Implement lightmaps into game engine along with reviewing and beta testing the lighting tool
    Lighting Palettes for levels
    Lighting and Baking Light maps for Normal maps and diffuse

  • Lead Artist / Clonewars LightSabre Duels

    Krome Studios

    March 2007 - October 2008

    Programs used: Maya, Max, Zbrush, Bodypaint, Adobe Photoshop CS, ,and Mercury (Game Engine)
    Art Style guide to match look and feel of Clonewars Tv Cartoon
    Managing Art teams
    - Creating Art Pipeline and work flow
    - Setting timeline deadlines for milestones
    - Managing and assisting new employees
    - Plenty of Art meetings to keep up team moral and to inform Code and Design teams any new ideas or problems we might have as the game needed to be done within 8 months
    Art concepts with concept teams
    Model creation Documentation for engin

  • Lead Technical Artist / Legend of Spyro

    Krome Studios

    June 2006 - February 2007

    Programs used: Maya, Adobe Photoshop CS, and Mercury (Game Engine)
    Early Design and Programmers meetings to discuss any
    problems we might foresee in generating Art from concepts to ingame
    Fixing and problem solving any art related bugs
    from Props to Character and Levels
    - Fixing Level Mesh or Prop Mesh errors
    - Checking Character models for Export
    into game
    Documentation for Artist and for Outsourcing
    Meetings with Programmers to discuss new code features or requests
    Final Beta testing and bugs reporting and fixing

  • Lead Artist

    Redtribe

    November 2005 - February 2006

    Programs used: 3D Studio Max Version. 8, Adobe Photoshop CS, ZBrush, Unreal Engine and Gamebryo (Game Engine)
    Creation of 2D concept art and 3D characters
    Level Design and asset creation
    Creative direction of visual style for projects
    Managing and assisting new employees
    General art direction and feedback to the art team
    Modeling, texturing and animation
    Final approval of art concepts before sending to clients

  • 3D Graphics Developer

    SMA

    January 2004 - April 2005

    Programs used: 3D Studio Max Version. 7, Adobe Photoshop
    Produce 3D Simulations for the ANZAC Navy from military equipment blue prints and photographs
    Creation of 3D simulation training modules
    Work Closely with Programmers to better design the systems
    Working to strict time deadlines
    Understanding of weapon mechanics

  • 3D Artist

    Red Cherry/Blue House

    January 2002 - June 2002

    Program used 3D Studio Max Version. 3
    Assisted in the creation and development TV commercials
    Modeling, Animation and Environments
    Working to time frames/deadlines

  • 3D Artist - Taz Wanted

    Blitz Games Studios

    January 2000 - February 2001

    Programs used: 3D Studio Max , Adobe Photoshop

    various game props for Taz Wanted

Education
  • Boston Computer Campus

    1998 - 1999
  • Damelin Computer School

    1997 - 1998
  • National School of the Arts

    1996 - 1998