Hi, I'm Maritza Louis a member of the Syilx/Secwépemc Nations in the Okanagan/ Shuswap regions of BC, Canada, and a Visual Development Modeler | Concept Sculptor with over 17 years of experience in Feature Animation, Game, VFX and Cinematics. My affinity for the visual medium and character development has driven me in pursuit of new methods of technical expression within the CG industry. My portfolio of work includes contributions to titles like Grand Theft Auto V, Sausage Party, Spiderman: Homecoming, Ghostbusters, Spiderman: Into the Spider-Verse, DC League Of Super-Pets and many others.
I am always interested in new challenges and an exciting projects to join, please feel free to contact me.
Visit my portfolio sites below and get in touch.
Eligible to work Canada / USA.
Remote work Ready.
VOIR - Netflix Documentary - (2021) The Duality of Appeal
Visual Development Modeler | Asset Sup.
Twisted Mountain Animation Inc
May 2021 - March 2023
Vancouver, British Columbia, Canada
Big City Greens: Virtual Christmas - Real Time Animated Episodic Series Special - DMED (2022)
Moremi - Kizazi Moto: Generation Fire - Animated Afro Futurism Anthology Series - (2023)
Unannounced IP2 - Animated Pilot - DMED (2022)
Hill Agency: PURITY decay - Indigenous Film Noir Game - Achimostawinan Games (2022)
Modeler/ Texturing Artist
Method Studios
October 2018 - March 2019
Vancouver, BC
Ford v Ferrari (2019)
For All Mankind (2019)
Modeling Lead
Stellar Creative Lab
October 2017 - October 2018
Vancouver, Canada Area
Golden Age - Modeling Supervisor (TBA)
The Ark and The Ardvark - Modeling Lead TBA
Modeler
Sony Pictures Imageworks
January 2016 - October 2017
Vancouver, Canada Area
Spider-Man: Into The Spider-Verse (2018)
Spider-Man: Homecoming (2017)
The Emoji Movie (2017)
Smurfs: The Lost Village (2017)
Ghostbusters (2016)
Modeling Artist - Sausage Party (2016) Sausage Party
Nitrogen Studios
September 2013 - November 2015
Vancouver, british columbia
Artist: Grand Theft Auto 5
Rockstar Games
February 2011 - December 2012
Vancouver, Canada Area
Character Artist: Max Payne 3
Rockstar Games
September 2009 - September 2012
Vancouver, Canada Area
Create models from concept designs
Sculpt hi resolution details with Zbrush for Main/Secondary Characters
Re-topologizing geometry to develop efficient line flow for Skinning deformation and Zbrush work.
Developing base meshes for male/female
Skinning characters
Shader work
Unwraping/UV optimization/ Re baking
Texture work: Projection and Hand painted
Modeling Lead/ Surfacing/ Fur: Gaming Division
Rainmaker Entertainment
September 2008 - September 2009
On-site
Assassin's Creed II Trailer
Rainmaker Logo Short
Splinter Cell: Conviction
Modeling Supervisor: Gaming Division - Ghostbusters: The Video Game &
Rainmaker Entertainment
March 2008 - September 2008
Vancouver, Canada Area
Modeling Supervisor- Rainmaker Entertainment Inc. March 2008 to present:
Sr. Modeler: Gaming Division - 50 Cent Blood On The Sand: Cinematic Tr
Rainmaker Entertainment
November 2007 - March 2008
Vancouver, Canada Area
Environment Modeler/ Set Dressing/ Cloth Simulation
Vanguard Films & Animation
March 2007 - November 2007
Vancouver, British Columbia, Canada · On-site
Space Chimps (2008)
Character Modeler/ Technical Assistant
Electronic Arts Canada
February 2005 - March 2007
Burnaby, British Columbia, Canada · On-site
Game Credits: Wii Madden 2008; Next Gen March Madness 2007; Next Gen Fifa Xbox 360 Fifa 2007;
Next Gen Launch Title; Xbox 360 NBA Live 2006; Next Gen Launch Title Xbox 360 Fifa 2006; Current Gen Rugby 2006
Modeling characters and props
Creating photo-manipulated textures and hand painting textures and creating occlusion maps
Responsible for creating and teaching a training program for aspects of EA proprietary software to both small and large groups employees.
Responsible for creating training videos for aspects of the EA proprietary software.
Assisting Technical Director with research and development of proprietary software.
Artistic bug fixing for the Next Gen titles
Help with Maya training and teaching new hires the pipeline and procedures of production by having him shadow me on a weekly basis and being main point of contact for questions.