Joe Grabowski (734) 502-8605 [email protected] Real-Time 3D Artist | Art Director Portfolio

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Joe Grabowski (734) 502-8605 Jgrabo20@Gmail.Com Real-Time 3D Artist | Art Director Portfolio 1258 Secretariat Way Howell, MI 48843 Joe Grabowski (734) 502-8605 [email protected] Real-time 3D Artist | Art Director Portfolio: www.artstation.com/jgrabo20 EXPERIENCE SKILLS Game Development SAGANWORKS, A nn Arbor, MI— Senior Technical Artist Level Design January 2020 - Present I am responsible for creating and optimizing art asset production pipelines for 3D Modeling real-time environments. I am also responsible for modeling and texturing high Art Optimization quality assets for use in the product that are served to different endpoints from Art Production Pipeline desktop to mobile. Development PIXO VR, R oyal Oak, MI— Art Director Virtual Reality Development September 2017 - December 2019 Texture Creation I was responsible for creating and optimizing art asset production pipelines for real-time VR environments. I supervised other artists and provided feedback in order to achieve a cohesive look and high visual fidelity. I also managed and SOFTWARE PROFICIENCY directed external and international outsourcing teams. I was responsible for Maya modeling and texturing high-quality assets for use in VR projects. Substance Painter PIXO VR, R oyal Oak, MI — S enior/Lead 3D Artist Marmoset Toolbag November 2016 - September 2017 Unreal Engine 4 I was responsible for leading a small team of artists by creating and improving Unity pipelines and workflows. I was also responsible for modeling and texturing high quality assets for use in VR projects. Perforce (P4V) SourceTree Wildlife, Los Angeles, CA —Texture Artist/Game Engine SVN Advisor September 2016 - November 2016 Photoshop I was responsible for creating all textures for the Toyota Fantasy Football Hall of Fame VR experience installed at Levi's Stadium. I also optimized low poly models to better run in a real-time VR setting within Unity. SHIPPED TITLES PIXO VR - First Responders Strength In Numbers Studios, Lansing, MI — Operations for Gas Environment/Prop Artist Technicians October 2015 - November 2016 PIXO VR - OSHA Fall I was responsible for modeling and texturing environment props and level Protection sections. I also designed and built several levels for the game including Skull PIXO VR - OSHA Safety Sweep Chasm, and Factory J-03. Created and edited marketing videos. PIXO VR - Internal Safety Inspection for Gas Technicians Infinitap Games, L os Angeles, CA— Lead Artist Toyotas Fantasy Football Hall July 2011 - October 2015 of Fame VR Experience - Led a team of artists in producing assets and animations for the PC, Ouya, and Levi’s Stadium PS4 game Neverending Nightmares, and the follow up Devastated Dreams for PC. Tuebor - Steam Designed level layouts, set dressed environments, and animated characters and cinematics. I also aided in the development of a proprietary animation tool. Loops of Zen - iOS/Android Neverending Nightmares - 24 Caret Games, L os Angeles, CA — Principal Artist PC/Ouya/PS4/iOS/Android August 2010 - January 2013 Devastated Dreams - PC I modeled and textured enemy ships and environments. I also designed, Retro/Grade - PSN/PC completed level layouts, and animated levels for the award winning Playstation 3 PSN/PC game Retro/Grade. National Geographics Dino Land - iOS 24 Caret Games, L os Angeles, CA — Art Intern May 2010 - August 2010 AWARDS Reduced and optimized art assets for use in the game Retro/Grade Neverending Nightmares - Runner Up “Best Looking Game” - 2014 EDUCATION Neverending Nightmares - Savannah College of Art and Design, Savannah, GA — B.F.A. Runner Up “Best Horror Interactive Design and Game Development Game” - 2014 2007 - 2010 Retro/Grade -IndieCade Audience Award - 2010 Henry Ford Community College, D earborn, MI 2006 - 2007 Retro/Grade - Independent Games Festival Finalist - 2009 VOLUNTEER EXPERIENCE SCAD Entelechy - Best of Show - 2010 Guest Lecturer — Savannah College of Art and Design SCAD Entelechy - Best Guest lecture overviewing art asset production pipeline and asset optimization for Digital Game Prototype - use in real-time environments in Virtual Reality 2010 .
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