Brad Sorochka

Brad Sorochka

Senior 3D Artist / 20 yrs

Canada

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Skills
Skills Clear
Software
Software Clear
I'm a highly efficient Senior Modeler/Generalist living in British Columbia. I've been working in the industry for 10+ years and enjoy working with other artists/developers. I love creating anything in 3d. In my current role I model, surface and rig characters, environments and props.
Work History
  • Senior Character Artist

    Blackbird Interactive

    February 2023 - Present
    Remote
  • Owner

    Sorodesigns

    January 2009 - Present

    3D graphics, photorealistic and stylized renderings, cg visualization, print design, web design, corporate branding, html/css, flash and wordpress

  • Game Artist

    A Thinking Ape

    August 2021 - February 2023
    Kelowna, British Columbia, Canada
  • 3D Generalist

    Hothead Games

    December 2020 - August 2021
    Vancouver, British Columbia, Canada

    • Created characters, props and environments for use within Unity for mobile games.
    • Rigged and animated characters and props with Maya as well as inside of Unity.
    • Created shaders for Unity with the shader graph and Amplify Shader Editor.
    • Was in charge of the final optimization pass of all 3d assets. Once other artists had
    finished creating their items I’d do a pass optimizing them (specifically for mobile).

  • Sr. 3d Generalist

    Circuit Steam

    June 2020 - November 2020

    • Created characters, props and environments for use within Unity, specifically for VR.
    • Rigged characters and props with Maya as well as inside of Unity with the use of the
    “Animation Rigging“ package.
    • Created shaders for Unity with the shader graph.
    • Optimized, lit and built Unity scenes for clients

  • 3D Generalist

    Xgolf

    August 2019 - May 2020
    Kelowna

    • Created all types of environments, props, and characters for the X-Golf simulator
    game.
    • Lead look-dev and collaborated with the development team to implement new
    rendering features including texture maps for PBR workflow, HDR lighting and post
    processing effects within Unity.
    • Identified creative bottlenecks and determined tools and

  • Character Artist

    Electronic Arts

    December 2018 - June 2019
    Burnaby, British Columbia, Canada

    • Created sculpts, low poly geometry with UV’s, baked maps and made textures for characters and prop models.
    • Authored models to work in-game with Frostbite, including but not limited to connecting skeletons and setting up shaders.

  • Sr. 3d Artist

    Disney Interactive

    December 2015 - November 2018

    Specialties:
    Environment/creature modeling and surfacing
    Rigging of creature and character assets
    Hard Surface Modeling
    Texturing

    Software:
    Maya (Mental Ray)
    Zbrush
    Photoshop
    Mari
    Substance Painter
    Substance Designer
    Topogun
    Unity
    UV Layout

  • 3D Artist

    Disney Interactive

    September 2014 - November 2018
    Kelowna, BC

    Specialties:
    Environment/creature modeling and surfacing
    Rigging of creature and character assets
    Hard Surface Modeling
    Texturing

    Software:
    Maya (Mental Ray)
    Zbrush
    Photoshop
    Mari
    Substance Painter
    Topogun
    Unity

  • Part Time Instructor

    CATO

    October 2012 - November 2018
    Kelowna

    Developed and taught lessons for modeling, lighting and rendering techniques within Maya for 2nd and 4th semester students. Also mentored senior students demo reel creation.

  • Sr. 3d Artist

    Disney Interactive

    March 2010 - October 2018

    • Worked closely with project management and multiple project teams across studios in Kelowna, Glendale, and Solana Beach on updates to Club Penguin Mobile, and Sled Racer.
    • Created character/environment/prop models and surfaces of high and low poly assets.
    • Created an optimized automated rig placement and binding system for characters on mobile-specific platforms as well as high res marketing material.
    • Constructed efficiencies with a focus on automation between asset creation programs that were used in the pipeline.
    • Collaborated with outsources who created in-game assets following particular guidelines.
    • Responsible for asset budgeting/scheduling.
    • Spearheaded the Maya and 3dsmax animation pipeline when introduced to the production flow.
    • Mentored, trained and collaborated with other members of the art team including technical artists, animators, and concept artists.

  • Rigging Artist

    Emerald City Games

    January 2015 - December 2015
    Vancouver

    Created character rigs for Lionheart mobile game.

  • Flash Illustrator, Interactive Clothing & Prop Design

    Club Penguin

    March 2010 - September 2014

    Maya Generalist. Modelling, UV unwrapping, texturing and rigging.

  • Graphic Designer

    The Leadership Centre Willow Creek Canada

    December 2007 - December 2008

    Brainstormed, designed and executed various print and web media used for marketing purposes.

  • Jr Modeler/Render Wrangler

    Nerd Corps Entertainment

    November 2006 - December 2007

    Softimage Modeller. Rigging, UV unwraps and texturing of 2d concepts were my modelling duties. Compositing and render farm management were my Render Wrangling duties.

Education
  • CATO

    2002 - 2004
  • Bachelor of Fine Arts (BFA) in Fine Arts

    The University of British Columbia

    2000 - 2002