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Michael Cabezas
Michael Cabezas
Environment Artist - Bit Reactor
Chicago, United States

Summary

Experienced Environment and 3D Artist for Video Games

Skills

CompositingRendering3D ModelingCharacter ModelingLightingTexturingPBR TexturingPhysically Based RenderingTexture Baking

Software proficiency

Substance 3D Painter
Substance 3D Painter
Maya
Maya
ZBrush
ZBrush
xNormal
xNormal
After Effects
After Effects
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
3ds Max
3ds Max
Quixel Suite
Quixel Suite

Reel

Productions

    • Video Game
      Fortnite
    • Year
      2019
    • Role
      Environment Artist
    • Company
      High Voltage Software
    • Video Game
      Mortal Kombat 11
    • Year
      2019
    • Role
      Associate Artist - Cinematics
    • Company
      Netherrealm Studios
    • Video Game
      Injustice 2
    • Year
      2017
    • Role
      Associate Artist - Cinematics
    • Company
      NetherRealm Studios
    • Mobile Game
      Injustice 2 Mobile
    • Year
      2017
    • Role
      Associate Artist
    • Company
      NetherRealm Studios
    • Mobile Game
      Mortal Kombat X Mobile
    • Year
      2015
    • Role
      Associate Artist
    • Company
      NetherRealm Studios
    • Mobile Game
      Injustice: Gods Among Us iOS
    • Year
      2013
    • Role
      Associate Artist
    • Company
      NetherRealm Studios

Experience

  • Associate Artist - Cinematic Environments at NetherRealm Studios
    Chicago, United States of America
    April 2018 - April 2019

    Worked closely with Lead to construct next generation levels and art assets that was used in cinematics, keeping consistency with the aesthetic of real time environments and characters.

    Composed and set up levels using art assets provided from blockouts to finished scenes, making any changes necessary to improve the cinematic experience.

    Set up Unreal Cinema sequences to modify environments where needed.

    Created Materials to assist in set dressing scenes.

    Kept track and took notes of new renders, making updates and changes where necessary.

  • Associate Artist - Cinematic Environments at NetherRealm Studios
    Chicago, United States of America
    October 2016 - July 2017

    Worked closely with Lead to construct next generation levels and art assets that was used in cinematics, keeping consistency with the aesthetic of real time environments and characters.

    Composed and set up levels using art assets provided from blockouts to finished scenes, making any changes necessary to improve the cinematic experience.

    Set up Unreal Cinema sequences to modify environments where needed.

    Created Materials to assist in set dressing scenes.

    Kept track and took notes of new renders, making updates and changes where necessary.

  • Associate Artist at NetherRealm Studios
    Chicago, United States of America
    September 2015 - June 2016

    Modeled and textured assets from concepts, including weapons and props

    High to low poly modeling and baking, repurposing assets and characters to fit mobile game guidelines and efficiency

    Created textures using Unreal 3 and 4 workflows

    Textured atlasing to produce efficient textures to be used by multiple meshes

    Worked closely with Lead Artist to construct levels packages, materials, and made improvements where needed throughout the game design pipeline in Unreal Engine

  • Associate Artist at Netherrealm Studios
    Chicago, United States of America
    August 2014 - May 2015

    Modeled and textured Assets from concept including, weapons and props

    High to low poly modeling and baking, repurposing assets and characters to fit mobile game guidelines and efficiency

    Creating textures, diffuse, normal, specular, emissive and reflective maps

    Texture atlasing to produce efficient textures to be used by multiple meshes

    Combing mesh groups, while reducing unneeded polys optimizing meshes, and uvs

    Work with lead artist to construct levels, packages, and materials in Unreal Engine, make improvements where needed through the game design pipeline

  • 3D Artist at Meemo llc
    Freelance, United States of America
    October 2013 - July 2015

    Modeled and Textured Assets to be sold and distributed in the Xbox Live Market.

    Made sure models and texture maps were efficient, optimized models and textures to achieve proper budget for each asset.

    Report to creative director on completion of each model to further optimize prop to highest quality.

    Model from Concept to Bring Licensed IP to life.