Blake Dwan
I am a 3D artist, based in New Zealand, currently looking to future my career in the video game industry. My field of expertise is environment modeling and texturing, but I am also competent at character modeling and texturing.
My last position was as Lead Artist at a Smart Phone game company, Rush Digital Interactive.
3D Modeling and Texturing. I have spent the last year creating 3D art for iPhone games
I have experience with the following software:
3D Studio Max
n Maya
Photoshop
ZBrush
Gamebryo Scene Designer
Google SketchUp
Unity
- Feb 2008 – July 2009
Graduate Diploma of Game Development (Media Design School)
Lead Environment artist on Student game “Nightfall”
Lead Artist on Student game project “Phenotype”
- July 2005 – June 2006
Diploma of 3D Computer Animation (Media Design School)
- 2004
Certificate in elementary level design (Institute of Animation and Technology)
Certificate in theory and practical application of 3D Studio Max
- August -2010 – October 2011
Rush Digital Interactive
Lead Artist
I originally joined Rush Digital as a part time contracted 3D Artist and then joined the studio full time one month later. I was responsible for all 3D art that went into the games and played a big part in the development of a games look and feel. I was also in charge of managing and assigning tasks to any offsite contract artists.
Titles I have been part of :
Get Kicking (iPhone/iPod/iPad) – Lead Artist
Hope’s Quest (iPad) – Lead Artist
SwipeSlam (iPhone/iPod/iPad) – 3D Artist
- April 2010
Test-Tube TV
Freelance 3D Artist
I was hired to concept and build a 3D environment. I was modeled textured and designed all aspects of the scene with feedback from Test-Tube TV.
- October -2009 – April - 2010
Auckland Game Works
Modeler, Texture artist, Designer
I joined the organization Auckland Game Works. Where I designed, modeled and textured 3D assets for a 3D Platformer game.
- November 2006 – January 2008
K2Vi
Newton, Auckland
Modeler and texture artist
As a modeler and texture artist I was responsible for creating accurate 3D models of buildings from architect plans or concept art as well as placing those buildings inside the 3D visualization software. Buildings had to be created and placed within a high degree of accuracy because these models represented real world buildings or complexes that were being proposed for development.
Danushka Abeysuriya, CEO & Lead Technical at Rush Digital Interactive
| Attachment | Size |
|---|---|
| Blake Resume.doc | 43 KB |
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- Submitted6 Feb 2010InLooking For Work Listing




















