Resume/About

David Kuo
3D Character Artist/Concept Designer/ Highpoly  Sculpt Artist.
Date of Birth:  Oct. 17th. 1986

I’m an outgoing individual who takes great interest in the field of 3D art and 2D art.  Aside from the artistic aspects of the production, I am more than eager to become involved in any technical aspects as the world of 3D  is constantly related to technology and technical knowledge.

Achievements

  • Awarded 10th Place Champion in the Comicon Challenge hosted by Game Artisans.  Username: dkreset.
  • Featured in the “New Turntable Gallery” on Pixologic’s home page.
  • Editor’s Pick of the day on CGhub.com with the following artworks:  Devilman, Leilei, Leilei unleashed.
  • Receiving two CG Hub Gold Award for the following artworks: Devilman, Leilei.
  • Featured in the up-coming Udon Tribute art book – Darkstalkers Tribute.
  • Featured in the promotion of the Zbrush 3 Teaching curriculum by Kung Long International Co., Ltd. and received an invitation to join their crew as an instructor.

Shipped Titles

  • SOCOM: U.S. Navy SEALs: Confrontation – Responsible for the high resolution sculpt and real-time models in the character package
  • Sugar Buzz (Big Sandwich Games IP) – Responsible for all 2d art assets in the game.

Softwares:

  • Zbrush 3.1
  • Autodesk Maya 8.5 – 2008
  • Autodesk 3D studio Max 9 – 2008
  • headus UV layout
  • Xnormal

I am also flexible with the type of tasks assigned to me and have a wide range of skills.  The list of skills includes:

  • 3D low poly model building (hand-held)
  • simple rigging (hand-held)
  • animations (hand-held)
  • 3D high poly sculpts for next-gen character development
  • 3D low poly in game model for next gen character development
  • textures for last generation consoles art assets
  • textures for next generation consoles art assets
  • 2D Illustrations, concept artworks and UI/Logo designing

Experience:

Character Artist @ Big Sandwich Games <2008 March – Present>

  • Character Artist for SOCOM: U.S. Navy SEALs Confrontation, Sony
  • Texture Artist for contract work with Bioware
  • Character Artist/Texture Artist for hand-held  in-house titles.
  • Animator for hand-held in-house titles.
  • 2D illustrator and concept designer for in-house iPhone/PC titles.

Prop Artist/Flash Artist @ Pelesys <2007 December – 2008 March>

  • Flash artist for learning programs designed for pilots
  • 3D prop artist for 3d art assets used in the flash learning programs

Quality Assurance @ Electronic Arts Burnaby<2005 December – 2006 February>

  • Worked on Fifa ‘07 as a quality assurance in the online game play department
  • Worked on Need for Speed Carbon as a quality assurance in the online game play department