James Morford
James Morford
Technical Artist
Irvine, United States

Summary

I have 5 years of industry experience working primarily as an Technical Artist. I started my career out at InXile Entertainment, where I worked on Wasteland 2, and Torment: Tides of Numenera where I was responsible for all of the VFX, Lighting, Level Design and World Building, as well as a few environment assets on 5 levels. I also acted as an outsourcing manager giving feedback to artists for iterations and approving final assets.

Then I moved onto Highmoon Studios where I contracted on Call of Duty: Advanced Warfare as a technical artist and art optimizer.

I've had the pleasure of working at Frostkeep Studios for the past 3 years and counting, working as a environment/technical artist for Rend and other unannounced projects. I've been responsible for rigging, animating and importing props/characters from Maya and Max to Unreal 4, creating gameplay blueprints, organizing folder structures and handing assets off to designers/engineers.

Skills

3D Animation3D ModelingDigital SculptingRiggingVisual Effectsvfx

Software proficiency

3ds Max
3ds Max
ZBrush
ZBrush
Photoshop
Photoshop
3DCoat
3DCoat
xNormal
xNormal
Marmoset Toolbag
Marmoset Toolbag
Maya
Maya
Quixel Suite
Quixel Suite
Unity
Unity
Unreal Engine
Unreal Engine
Houdini
Houdini

Productions

  • D la0y ucaag4nz
    • Video Game
      Rend
    • Year
      2018
    • Role
      Technical Artist
    • Company
      Frostkeep Studios
  • Call of duty advanced warfare
    • Video Game
      Call of Duty: Advanced Warfare
    • Year
      2014
    • Role
      Technical Artist
    • Company
      High Moon Studios
  • Torment1
    • Video Game
      Torment: Tides of Numenera
    • Year
      2015
    • Role
      Environment Artist
    • Company
      InXile Entertainment
  • Wasteland 2 game case design by imagifysoftworks d4vseyo
    • Video Game
      Wasteland 2
    • Year
      2014
    • Role
      Environment Artist
    • Company
      InXile Entertainment

Experience

  • Environment Artist / Level Designer / Technical Artist / VFX Artist / Marketing Artist at InXile Entertainment
    Newport Beach, United States of America
    January 2013 - February 2014

    I started my wild ride of a career in sunny Newport Beach while finishing up my Bachelors of Science, working 40-hour weeks and taking a full accelerated course load to graduate with honors and making a huge impact at InXile along the way.

    From VFX for cutscenes to paper-designing 5 levels and taking them to completion, crunching out a 48-hour weekend R&D screenshot for Kickstarter, prototyping a pipeline for pre-rendered backgrounds that saved Torment: Tides of Numenera's from not hitting its funding goals - I learned an incredible amount working alongside the brilliant people at inXile. And being able to see the beach from the kitchen is a view yet to be beat!

  • Technical Artist at Highmoon Studios
    Carlsbad, United States of America
    March 2014 - October 2014

    I had the opportunity to come and work on Call of Duty: Advanced Warfare as a Technical Artist, contracting for Highmoon Studios. My responsibilities included optimizing level clutter/decals, VFX and rigged vehicles created by other artists for NextGen consoles, so that they would run at 60 FPS on X360/PS3. I also fixed visual bugs such as Z-fighting, objects clipping or floating inside GTK Radient (map editor) as I discovered them during playtests and as the QA team reported them.

  • Technical Artist / Environment Artist at Frostkeep Studios, Inc.
    IRVINE, United States of America
    December 2016 - Present

    I started out with Frostkeep as their 2nd employee, and have had the extreme pleasure of watching the studio grow from 4 people to 20 people, and it's been an incredible journey. I've been working as a environment/technical artist for Rend and other unannounced projects. I've been responsible for rigging, animating and importing props/characters from Maya and Max to Unreal 4, creating gameplay blueprints, blendspaces, and VFX, organizing folder structures and handing assets off to designers/engineers.