CV-Bartosz Buszman

CV-Bartosz Buszman

BARTOSZ BUSZMAN 3D Environment / Texture Artist I’m a 3D artist with over 3 years of professional experience in modelling, texturing, as well as research and development mainly for environment creation pipelines. Currently, I'm working as a Texture/3D Artist for Techland on Dying Light 2 and second unannounced project. Before that I was Lead 3D Generalist for Boombit Games. I have experience in photography and photogrammetry. Originally, I graduated as an archaeologist. [email protected] https://www.artstation.com/bartoszbuszman (+48) 663 542 388 Warsaw, Poland. Software Experience Projects May 2019 Texture / 3D Artist, PC/Consoles: 3DS MAX - Present Techland - Dying Light support, Techland, Unannounced Project, Dying Light support, - Dying Light 2, Techland, SUBSTANCE PAINTER Dying Light 2, RnD on Chrome Engine. - Unannounced Title, Techland. SUBSTANCE DESIGNER - In charge of pipeline creation for natural environment with megascans Android/iOS: usage, - Dancing Line, ZBRUSH - Creating Material Library, logic - Puzzle Island, Boombit Games, bechind the creation flow and organisa- - Archery Club, Boombit Games, tion inside Chrome Engine, SPEEDTREE - Unannounced Title, Boombit Games, - In charge of textures and material creation, - Unannounced Title, SimBite Games. UNITY ENGINE - In charge of naming convention and asset organisation for the project, - Making learning sessions for 3D artist UNREAL ENGINE in Substance Designer. Education - Foliage creation using speedtree, BAROK ENGINE - High/Low poly modeling of assets. Master degree in archeology Univeristy of Gdańsk, 2014 to 2017 Feb 2016 3D Lead Artist/Environment artist WORLD MACHINE to April 2019 Boombit Games/Aidem Media. “Roman Terra Sigillata pottery from Unannounced Project, Archery Club, Dancing Line, Negotino Gradiste site in republic of ADOBE PHOTOSHOP Puzzle Tower on Unity. Macedonia”. - Create, define and develop high quality environments and other art related aspects ADOBE ILLUSTRATOR of the game, as directed by management, Bachelor; - High/Low poly modeling and PBR texturing “Weaponry in pre roman period ithe basin AGISOFT PHOTOSCAN of guns, buildings, landscapes and props. of the Baltic Sea” - Organizing 3D artist and level designer’s work and backlog using project manage- HOUDINI Game Dev School ment/ planning tools (Jira). Warsaw, 2016 to 2017 - Create and ensure that all assets created by the art team and outsource studios Course focused on teaching game and PERFORCE conform to the style and technical guidelines of the titles, level design. During this course I also was SOURCETREE - Create fully functional assets which can be responsible for creating art both 2d and 3d JIRA shared across the projects and respect the for 4 game prototypes. technical and artistic constraints, - Created pipeline for art teams and trained artist’s into. Organizing training sessions for Languages artist in 3Ds Max and Substance, - Optimized and re-structured dozens of Hobbies and Interests levels and models, Games, - Designing and creating levels from a 80% 100% 40% 30% scratch. Photography, Photogrammetry, Oct. 2015 to Photogrammetry Artist Archaeology and Ancient history, English Polish Russian German June 2017 National Marintime Museum Gdańsk Warfare and weaponry. - Making photogrammetry models of archeological finds, - Making photographic documenta- tion of artifacts. Curriculum Vitae - Bartosz Buszman Last Update - November 2019.

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