About Me
Josh McDonald
LinkedIn
Hey there, thanks for checking out my portfolio. I am a driven and passionate artist with a great understanding of asset pipelines and development cycles. I consider myself a team player with good communication skills and I am able to create and iterate quickly based on feedback from members of the art team. I am skilled in hard surface and organic modeling, 2D and 3D visual development and visual fx. I have had the opportunity to work with a great number of amazingly talented game developers and artists at both The Amazing Society on Super Hero Squad Online, and more recently at U4iA Games on Offensive Combat.
Shipped Titles
Project Spark – Microsoft Studios (Aquent), Team Dakota / April – August 2014
Position held – VFX Artist, Environment Artist (contract)
- FX assets creation and pipeline control
- Provide artistic ownership over FX look, feel, and timing
- Creation of 3D environment and character props from concept
Zombie Highway 2 – Auxbrain, Inc. / February-September 2014
Position held – Hard-Surface Weapons Modeler (Freelance)
- Creation of high resolution 3D weapon models for Zombie Highway 2
Middle-Earth: Shadow of Mordor – FXVille / February-April 2014
Position held – VFX Artist (contract)
- Creation and implementation of visual FX for in-game cinematics.
Offensive Combat – U4iA Games / June 2012 – January 2014
Position held – Environment/FX Artist
- Ownership, quality control and design of maps shipped
- Utilized 3DS Max, Zbrush and Photoshop to create hard surface and organic props
- Implemented FX pipelines for environmental and weapon FX
- Provided artistic direction and design for props, environment sets and visual FX.
Marvel Super Hero Squad Online – The Amazing Society / August 2009-June 2012
Position Held – Environment Artist
- Prop and texture creation
- Scene lighting/composition
- Environmental FX and animations creation
- Ownership and implementation of environmental FX and environmental animation pipelines
- Ownership, quality control and artistic design of ‘Mission’ environments
- Ownership, quality control and design of ‘Card Game’ environments.
- 3DS Max – High poly, hard surface, organic, low poly modeling, Visual FX, environmental/prop animation
- Photoshop – Hand-painted and realistic textures, tileable textures, VisDev, concepts
- Zbrush – Hard surface and organic sculpting, Polypaint, retopology
- Unity3D – Scene composotion, lighting, environmental FX and animation
- Visual FX – Particles and mesh/material FX, concepts, pipeline and implementation
- XNormal – Texture bakes from high poly models and sculpts
- Headus UVLayout – High poly and low poly UV unwrap and layout
- UDK – Fundamental knowledge of Unreal Engine.
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