Website powered by
David Washington Chops
David Washington Chops
Freelance Artist/ Game Artist
Winter Park, FL, United States of America

Summary

A Character artist with a passion for all aspects of gaming.
Self-motivated, fun and speedy are just some of the qualities that I bring to the table.
Am is versed in texturing for traditional and PBR workflow and getting art into a game engine.
I am looking for a fun place to work and continue to grow.

Skills

Digital Painting3D Animation3D ModelingCreature ModelingDigital SculptingProp ModelingRiggingUV MappingGame DesignCharacter AnimationRetopologyCreature DesignProject ManagementPBR TexturingTexture Baking

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
TopoGun
TopoGun
3DCoat
3DCoat
xNormal
xNormal
Hansoft
Hansoft

Productions

  • Screen shot 2017 12 13 at 10.09.47 am
    • Video Game
      Eden Falling
    • Year
      2019
    • Role
      Associate Team lead for Modulare Department.
    • Company
      Razor Edge Games
  • Title
    • Video Game
      Kingdom Legend “Dark Abyss”
    • Year
      2016
    • Role
      General Artist 2D/3D
    • Company
      Legacysoft entertainment
  • Capture
    • Mobile Game
      Omega Hero
    • Year
      2015
    • Role
      General 3D Artist
    • Company
      CrazyRock Creative, LLC

Experience

  • Character Artist/ Animator at C2C Contracted Motion Capture
    April 2008 - October 2008

    Responsibilities:

    -Capture and clean up of motion capture data on a rig.

    -Rigging

    -Character modeling, UV's and texturing.

  • Character Artist/ Rigger/ Animator at Legacysoft Enterainment
    October 2008 - November 2011

    Responsibilities:

    Modeling, texturing, rigging, and animation of characters and weapons.

  • Generalist Artist at CrazyRock Creative
    November 2011 - June 2015

    Responsibilities:

    Modeling and texturing for mobile

  • Course Director for Project and Portfolio V: Game Art Online and Campus at Full Sail University
    Winter Park, FL, United States of America
    July 2015 - Present

    A 30-day course where the art students are focusings on one of three categories. The categories are Animation (three cycles in a performance), a sculpted prop (sculpt, game res, and PBR texture) the style can be realistic or stylized (wow or Overwatch in PBR), and a full body linked character sculpt.

    Responsibilities:

    -Critic all three categories

    -Workflow and software troubleshooting on tasks/projects.

    -Portfolio review

    -Approving tasks/projects

    -Very good understanding of anatomy, the motion of the human body, digital sculpting, excellent knowledge of UV optimization, and Understanding texturing for PBR.

  • Character Artist at Neca
    United States of America
    October 2016 - December 2016

    Contract Character Artist

    Duties:

    -Sculpting and Posing Digital Character (for 3D print) for Tabletop games

    -Following copyright guidelines and concept art for Clients like Marvel, DC, and Pathfinder

  • Modular Modeling Assistant Team Lead at Razor Edge Games
    United States of America
    June 2016 - July 2017

    Responsibilities:

    - Designating assignments for the modular modeling team

    -Critiquing submissions and quality control

    -Providing direction and guidance on art tasks

    -Producing high-quality modular prop meshes (High-Poly and Low-Ploy)

    -Leading weekly meetings

    -Task assignment for the team.

  • Course Director for Game Project Development at Full Sail University
    Winter Park, Florida, USA, United States of America
    June 2011 - Present

    A 30-day Production class. In this class, art students are tasked with one of there portfolio projects. In the second part of the class, students are working with clients on projects ranging from guided self-studies to working on/with various Game Demos. The demos are made together with other degree programs.

    Responsibilities:

    -Creating, guiding, troubleshooting various projects ranging from Animation, Character-, Prop-, and Environment for a game engine (Unity, Unreal, In-house).

    - Acting Lesean for Game Art to all clients

    -- Meeting with clients and art teams

    -- Asset review and client changes

    -- Setting up milestones so that deliverables can be meet

    --Negotiations of what assets will be delivered and when.

    - The Overseeing of web portfolio creation guidelines and submissions for art students.

  • Art Lead,/Art Director, Art and Game Play Consultant at EduGames
    Winter Park, Florida, USA, United States of America
    December 2011 - October 2011

    A game made by students for students. The goal of this game was to teach students math, writing and more through play.

    Responsibilities:

    -Help to guide gameplay and art creation.

    -Organizing art students to work on the game and assist in art related pipeline problems.

    -Responsible for overall consistency in art style.

  • Lead Lab Specialist\ Art Director at Full Sail University
    Winter Park, Florida, United States of America
    February 2004 - January 2011

    A 5-month class where students (artists and developments)

    get together to make a game of one or more levels.

    I was part of over 200 projects in this time span.

    Responsibilities:

    Overseeing Art Direction and Style

    Mentoring/ Teaching artists how to get the art into the game.

    Mentoring artists in the fields needed for the game: UI design, modeling, rigging, texture, base FX.

    Supporting the art team with pipeline problems

    Communicating and resolving issues between Art and Developers

    Setting up miles stones and deliverables for the project.

    Giving gameplay feedback and bug reports.

    Here is an example of what one production cycle was able to do.

    Art Director\ External Producer for GP Games:

    Studio: GP 05/11 Black Box

    Games: -Cast Away

    -Dark Matter

    -Parasite

    The projects can be seen here:

    http://gameproject.fullsail.com/gpgames/index.php/category/shenanigames/

  • Lead Lab Specialist\ Art Director at Full Sail University
    Winter Park, Florida, United States of America
    January 2011 - July 2012

    Art Director\ External Producer for GP Games:

    A 5-month class where students (artists and developments)

    get together to make a game of one or more levels.

    I was part of over three-plus projects in this time span.

    Responsibilities:

    Overseeing Art Direction and Style

    Mentoring/ Teaching artists how to get the art into the game.

    Mentoring artists in the fields needed for the game: UI design, modeling, rigging, texture, base FX.

    Supporting the art team with pipeline problems

    Communicating and resolving issues between Art and Developers

    Setting up miles stones and deliverables for the project.

    Giving gameplay feedback and bug reports.

    Here is an example of what one production cycle was able to do.

    Studio: GP 05/11 Black Box

    Games: -Fender Bender

    -Office Race

    -Retirement Home Roundup

    The projects can be seen here:

    http://gameproject.fullsail.com/gpgames/index.php/category/blackboxstudios/

  • Art Director at Painfully Awesome
    Winter Park, Florida, United States of America
    January 2010 - December 2010

    Responsibilities:

    Overseeing Art Direction and Style

    Supporting the art team with pipeline problems

    Communicating and resolving issues between Art and Developers

    Setting up miles stones and deliverables for the project.

    Helping with gameplay is from of user feedback and bug report.

  • None Relist Movie at AC Comics
    Orlando, United States of America
    May 2006 - November 2006

    Role: Creature Artist

    Responsibilities:

    Sculpting, Modeling, and Texturing

  • Military Simulation at Rim Line
    Orlando, United States of America
    October 2004 - April 2005

    Role: General Artist

    Responsibilities:

    Modeling, Texturing, Hud and Menu work