Jericho A. Green

Jericho A. Green

Give it to me and it will get done on time and on target.

Senior Environment Artist / 23 yrs

San Francisco

Hire Me

Battlefield Hardline (2015)

Senior Environment Artist

Battlefield 4 (2013)

Environment Artist

Lair (2007)

Computer Graphics Modeler

Superman Returns (2006)

Modeler

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe (2005)

Modeler

A Sound of Thunder (2005)

Modeling Artist

Lilo & Stitch 2: Stitch has a Glitch (2005)

Modeler

Fantastic Four (2005) (2005)

Modeler

Mr. & Mrs. Smith (2005)

LiDAR technition

Batman Begins (2005)

Modeler

The Ring Two (2005)

Modeler

Constantine (2005)

Modeler

Elektra (2005)

Modeler

Catwoman (2004)

Modeler

I, Robot (2004)

Modeler

Around the World in 80 Days (2004)

Modeler

Garfield (2004)

Modeler

The Chronicles of Riddick (2004)

Modeler

The Day After Tomorrow (2004)

Modeler

Scooby-Doo 2: Monsters Unleashed (2004)

Modeler

The Ladykillers (2004)

Modeler

The Cat in the Hat (2003)

Modeler

The League of Extraordinary Gentlemen (2003)

Alumni

2 Fast 2 Furious (2003)

Alumni

Lara Croft: Tomb Raider (2001)

Studios seek to foster quality and leverage efficiencies within the creative and development process to manage costs associated with it. The time it takes to create art coupled with the how long the assets stay malleable through the process, directly effects the profit margin. My experience and knowledge focuses on leveraging these efficiencies while setting the highest possible quality bar.
Work History
  • Art Director

    KIXEYE

    September 2015 - Present
  • Instructor

    The animation Workshop

    November 2015 - December 2015
  • Lead Environment Artist

    KIXEYE

    December 2013 - September 2015

    https://www.kixeye.com/game/tomeimmortalarena

  • Senior Environment Artist

    Electronic Arts

    April 2013 - December 2013

    Battlefield Hardline
    Worked with rendering TDs to develop "Next-Gen" shader presets under the PBR (physically based rendering) shading and light model.
    RandD'd and created modular architectural asset kits including textures and Materials.
    Initial planning and layout of E3 reveal and demo level.
    Mentorship and assistance to contractors and junior staff.
    Developed complicated destructible vehicles.

    Battlefield 4
    lead the final creation of BF4's 5th level of the campaign named "kunlun mountains" (prison escape).
    Layout, iteration, and polish on terrain a

  • Digital Modeler

    Adhesive Minds LLC

    July 2012 - March 2013

    In charge of shooting photo reference on location.

    Organizing and processing photo reference combined with real-world measurement data to output unique texture tiles and dense poly data.

    Facilitating the extraction of bump/displacement maps from poly data.

    Authoring clean, re-topologized (by hand;in maya), poly geometry to use in the final shot or as tracking data for CG elements that need spatial match in final plates.

    Facilitating the creation of HDR environments. With this method, I replace the traditional spherical HDR setup and light the spaces

  • Instructor

    The animation Workshop

    October 2012 - October 2012

    Viborg, Denmark
    Instructed 4 large groups of 3rd year CG film students on how to take fully CG environments from animatic/concept to final completion/render. Integrated industry techniques on scene and data structure using referencing to manage extremely heavy scenes containing several elements that could potentially crash maya if not managed properly. Provided guidance and instruction during the process of creating environments for their bachelor projects (5-10 minute shorts) that are to be completed in 9 months. Workshopped advanced lighting techniq

  • Senior Environment Artist

    Crystal Dynamics

    December 2009 - June 2012

    Tomb Raider 9 (2013 reboot)
    lead the creation of several levels and their parts including:
    planning
    World building
    Modular kits
    Kit bash sets
    Destructibles
    Vistas
    Lighting
    Texturing
    Node based scripting
    Shader creation
    Material creation/tuning
    Streaming setup
    Look development
    R and D
    Polish
    Mentoring Juniors and other Seniors

    Trained nearly all new environment staff that were hired between late 2009 to mid 2012

    Worked directly with engineering to develop features for proprietary engine/editor (horizon) and maya tools.

    Lara Croft and The G

  • Instructor

    The animation Workshop

    October 2010 - October 2010

    Viborg, Denmark
    instructed the ENVIRONMENTS IN CG international bachelor program. Guided 21 2nd year students through an instruction and workshop to set up and complete seven 30 second shorts. This course was aimed to inform the students how to realize, organize, and execute fully CG sets and scenes. Techniques covered include, custom setups for maya with emphasis on modeling, setting up complex urban environments, and creating an asset library. Instilled understanding of polygonal, catmull clark, and NURBS tessellation and how and when to use/edit t

  • Environment Artist

    Electronic Arts

    February 2009 - December 2009

    Medal of Honor 2010
    1 year contract to help develop levels for demos and vertical slice. World building, modeling, texturing, material creation, and data management using unreal 3.

  • 3d Generalist

    Motion Theory

    December 2008 - March 2009

    created environments for high profile commercial spot airing on super bowl XLIV.
    https://motionographer.com/theater/motion-theory-nfl-run/

    created environments for a callaway commercial spot.
    https://www.motiontheory.com/work/callaway_phil-mickelson

  • lead environment artist

    Factor 5

    May 2008 - December 2008

    Asked to be lead environment artist on factor 5's latest high profile project.
    Worked directly with tech leads to develop and manage a destructible open-world city environment. Worked directly with concept teams to develop a stylized art deco city.
    Established and managed the creation pipeline for environment artists to follow. Created and managed a large set of docs pertaining to the workflow and data management of the complex and unorthodox techniques used to create large city environments not yet seen in any PS3 release prior to that time.
    The unanno

  • Environment Artist

    Factor 5

    January 2006 - May 2008

    Lair (PS3 launch title)
    Modeled and assembled stylized cities for open world game.
    Created hundreds of in-game foliage assets.
    Assisted designers with level layout and terrain creation.
    Built strong relationships with art leads and director to understand and execute highly stylized assets.
    Worked under strict look guidelines for all elements going into the game.

  • 3d Generalist

    Adhesive Minds LLC

    December 2005 - February 2006

    created hyper-real CG animations for the "Panorama Towers" project, the upscale condos located on the vegas strip that were eventually featured in Time magazine.

  • Character TD

    Palma VFX

    2005 - 2006

    created 9 massive maya files that became EA's famed "Create a Player" (male head, Pro male head, female head, Pro female head, male body, Pro male body, female body, Pro female body, and accessories)
    created/sculpted thousands of facial and body blend shapes. Modeled and textured licensed and un-licensed clothing for pro/fantasy characters. Connected mesh shape, shader, and blend shape nodes to proprietary game engine.

  • Digital Modeler

    The Orphanage

    August 2005 - December 2005

    created buildings for metropolis


    Superman Returns

  • Lead Environment/Set Modeler

    LiDAR VFX (formerly LiDAR Services)

    November 2001 - November 2005

    Operated LiDAR scanners to generate pointclouds of real-world locations and film sets. Aligned and stitched combined light intensity data from the scans to assemble pointclouds. Finally, using the pointcloud data as reference, we modeled clean, millimeter accurate geometry to be used as tracking elements or rendered in the final plates.
    We were a few of the originators to use long range LiDAR capture equipment to create award winning VFX. Built millimeter accurate models of sets and locations ranging from urban sprawl to kilometers of rugged countryside

  • Alumni

    Gnomon School of Visual Effects

    2000 - 2003
  • Environment Artist

    V Squared Labs

    August 2002 - September 2002

    created realistic 3D scenes for the on-stage performance visuals of the band, KoRn.

  • Computer Graphics Supervisor

    Poliform USA

    January 2001 - January 2002

    modeled, shaded, lit, and animated hyper - real environment flythroughs for clients including bang and olufson, michael jordan, and brittany spears.

Education
  • Gnomon School of Visual Effects

    2000 - 2004