I worked in the Frostbite Engine to create cinematic shots that are used in the marketing of games like FIFA, Battlefield 1, Battlefront II, Battlefield V and Anthem. I did shot setup and layout as well as asset integration, engine exports, model edits, fx placement and edits and engine renders as well as general bug fixes for the rest of the team.
Environment Artist
Brain Zoo Studios
May 2017 - July 2017
Vancouver, Canada
As a freelancer, I modeled and textured assets for a mobile game. Look-dev in Unity.
Unreal Engine Tech Artist
Waterproof Studios
August 2016 - February 2017
Vancouver, Canada
While at Waterproof I worked on Injustice 2. I imported body, facial and camera animations and used matinee to setup and create cinematic cut scenes in the Unreal engine.
Unreal Engine Technical Artist
Goldtooth Creative
March 2016 - August 2016
Vancouver, Canada
Worked as an Unreal Engine Tech Artist for the Sea of Thieves trailer. I did layout, camera animation, character posing, effects editing, asset integration and lighting in the Unreal Engine. I also worked as an in-house out-sourcer at The Coalition where I did character lighting on Gears of War 4.
Environment Artist
EA Games
January 2015 - March 2016
Burnaby, British Columbia
I modeled, textured and lit stadiums for last-gen consoles as well as new-gen. I worked within the budgets allowed for both generations and made sure the quality of my work is up to the FIFA standards. I play test for bugs on stadiums as well to ensure a smooth transition into the game build from both the modeling and lighting perspectives.
Unreal Engine TD
Waterproof Studios
October 2014 - December 2014
Vancouver, Canada Area
As an Unreal Engine TD I worked on Mortal Kombat X to populate in-engine cut scenes with crowd. Mo-Cap animation is exported from Motionbuilder and imported into the engine. I created new anim sets and apply those animations to skeletal meshes and use Cinema to animate their positions and timing to create a living world.
Environment Artist
EA Games
March 2014 - August 2014
Burnaby, British Columbia
I modeled, textured and lit stadiums for last-gen consoles as well as new-gen. I worked within the budgets allowed for both generations and made sure the quality of my work is up to the FIFA standards. I play test for bugs on stadiums as well to ensure a smooth transition into the game build from both the modeling and lighting perspectives.
Junior Modeler
Nerd Corps Entertainment
September 2013 - March 2014
Vancouver
I worked directly from concepts and designs to create assets that flowed nicely with the look of the show and with the other assets. I modeled, uv'd and textured my sets and props as well as rigged them for animation. While doing layout I created basic scenes as well as did set dressing to ensure the animators had what they needed.
Modeler/RTA
MPC
February 2013 - September 2013
Vancouver, Canada Area
Along with my rendering duties I modeled assets for Fast and Furious 6, Maleficent, Rise of an Empire, The Lone Ranger and Percy Jackson Sea of Monsters. I modeled high res assets for rendering and lighting as well as low res assets for effects and sims.
Lighting Assistant/RTA
MPC
May 2012 - January 2013
Vancouver, Canada Area
Processing unstitched photos and creating HDR Panoramic Images using PTGui. Rotopaint cleanup of HDRI's in Nuke and releasing HDRI's into pipeline to be graded in comp. Inserting HDRI's into light rigs in Maya.
Student
Think Tank Training Centre
February 2011 - May 2012
Vancouver, BC, Canada
I have recently graduated from Think Tank and am looking for work in the gaming industry as an Environment and Prop Artist.
Check out my website: www.wix.com/couganwaddell/demoreel