Paul Forgy
949-378-9836
portfolio: http://www.paulforgy.com
e-mail: paul@paulforgy.com
Objective:

3d artist position in a quality oriented environment.

Summary of skills:

Over two decades experience as a software developer specializing in technical art. Strong 3D modeling and texturing skills with a focus on quality, detail and efficiency. Proven ability to develop and manage pipelines, tools, complex 3D environments and assets on schedule.

Software:

3D Studio Max, Photoshop, Substance Painter, After Effects, Resolve, Illustrator, Perforce, Unreal, CryEngine

Experience:

May 2019 – Oct 2021         Sr. Technical Artist                    Visual Concepts		       Foothill Ranch, CA
•	As the project technical artist, I designed and developed several pipelines and workflows from the ground up, for an unannounced open world driving game utilizing Unreal Engine. 
•	Created a novel asset creation pipeline and supporting tool chain to produce highly optimized, IP specific assets efficiently. The tools and pipeline reduced labor hours  by a factor of 40-60x, texture memory by 100-200x. The resulting labor cost savings likely to exceed $.75M over contemporary, traditional methods.
•	Designed numerous automated performance systems including: hidden face removal, LOD generation, LOD swap and culling distance calculations, large scale instanced geometry and lighting systems.
•	Designed and documented art outsource procedures and performed QA oversight for over a thousand assets. Performed usage frequency based analysis to determine asset production priorities.
•	Designed multi-platform, variable/dynamic fidelity and optimization schemes spanning several asset classes.
•	Made significant contributions to the art production of ubiquitous components, buildings, shaders/materials and characters. Performed periodic asset auditing and performance profiling on multiple platforms. 
•	Trained artists on pipelines, tool usage, efficient art production, visual quality, best performance practices and techniques.

Nov 2017 – May 2019         Multimedia Artist                    Exponent			                Irvine, CA
•	Engineering and scientific visualization utilizing a wide range of media including: 3d modeling, rendering, animation, illustration, point clouds, video and photo editing. 
•	Work with engineers and scientists to convey, analyze and demonstrate concepts visually in a compelling way.

Mar 2016 – Mar 2017        Sr. 3D Artist                             Obsidian Entertainment                     Irvine, CA
•	Model and texture high-fidelity vehicles for Armored Warfare. 
•	Developed custom shader for Substance Painter to emulate complex, in-game dynamic paint system.
•	Mentoring artists.

Oct 2014 - Sept 2015         Sr. 3D Artist                           Cloud Imperium Games             Santa Monica, CA
•	Model, design and texture high-fidelity spaceships, weapons and components for Star Citizen. 
•	Extensive use of CryEngine's physically based materials and rendering. 
•	Design and create scripts, tools, and workflows to speed production and improve quality company-wide. 
•	Mentoring artists.

June 2014 - July 2014         Technical Artist                         Halon Entertainment                   Santa Monica, CA
•	Short project as Technical Artist on Halon's debut game cinematic, working on the intro for Turtle Rock’s  title: Evolve. 
•	Supported a team of Maya animators working in 3ds Max. 
•	Wrote custom scripts and tools to facilitate fast-turn, iterative cinematic workflow, including custom exporters and specialized animation tools.

Sept 2008 - Feb 2013         Lead Vehicle Artist                    Contract/Specular, Inc.                Foothill Ranch, CA
•	Created extremely detailed and efficient vehicle assets utilizing extensive render-to-texture technique.
•	Delivered assets on-time, every time, with no sacrifice of quality.
•	Worked with programmers to test and debug a new rendering engine and supporting art asset pipeline.
•	Developed vehicle design standards and documentation including fully articulated vehicle suspension rigs.
•	Designed fully dynamic mud and dust shader for vehicles, and collaborated on the racing surface creation pipeline and supporting shaders.
•	Developed UV mapping script and tread-marks texture used for each racing environment.

Sept 2006 -  Sept 2008       Sr. Technical Artist                  Clairvoyant Systems, Inc.              Long Beach, CA
•	Responsible for recreating real world racing surfaces with extreme positional and visual accuracy.
•	Developed complete track creation pipeline including: site survey, data import, surface creation, UV mapping and custom Max script tools suite.
•	Devised comprehensive on-site race track survey procedure including centimeter accurate positional data, comprehensive video and still photo reference coverage.
•	Established companies 3D visual style and co-developed art pipeline and practices.

Feb 2004 - Sept 2006         Sr. Technical Artist                    Luxoflux/Treyarch/Activision         Santa Monica, CA
•	Created highly detailed vehicle assets for Call of Duty 3, utilizing normal and gloss texture maps for next-gen consoles.
•	Responsible for developing and maintaining fx shaders for the COD3 vehicle team, utilizing an in-house shader development tool.
•	Responsible for creating detailed vehicle assets including modeling, texturing, damage and rigging for True Crime: New York City.

2002 – Present                 Artist/Programmer                      Contract/Various
•	Developed executable software, animation pipeline and profiles for 4 post vehicle hydraulic motion platform used for Toyota marketing events such as the 2006 NBA All-star Jam.
•	Worked with a team to create a custom racing simulation experience for Lexus, featuring the GS430, which debuted at the 4th annual Night Before Academy Awards benefit.
•	 Architectural visualization: created fly-around and walk-through animations for several projects.
•	Finalized software development for Mega Jumpzone II attraction.
•	Technical support and software upgrades for former Illusion and AeroNumerics customers.

2001 – 2002                      3D Artist/Programmer                 Illusion, Inc.                               Van Nuys, CA
•	Technical art lead for Mega Jumpzone II and Speedsports attractions.
•	Designed 4-speed shifter for stock car simulator, and electronics interface system.

1995 – 2001                      Art Director/Programmer            AeroNumerics, Inc.                       Irvine, CA
•	Responsible for all company artwork, including: software development, brochures and websites.
•	Independently created 3d environments and assets for racing simulation software, including nine racetracks.
•	Programmed 3D race track generation tool and numerous racing simulation and support components.
•	Helped develop Direct X image generator API.
•	Technical art lead for Eagle Interactive's debut PC game title: Sabre Ace (Virgin, 1997).
•	Programming for Eagle's Luftwaffe Commander (SSI, 1999), as well as location based software for Aviation Challenge—a division of Space Camps.
•	Designed numerous electromechanical and sheet metal components for simulation. 
•	Race car simulator integration and on-site installations.

1992 – 1995                      3D Artist/Programmer                   Fightertown, Inc.                   Lake Forest, CA
•	Responsible for an extensive flight simulation 3D database.
•	Created 3D models for flight simulation including aircraft, terrain and vfx.
•	Programmed numerous aircraft simulation and support components including UI, VFX, hardware calibration, and art generation tools.
•	Aircraft simulator integration and on-site installations.

 References available upon request.