My work can be viewed at:
www.hughchew.com
Ex Infinity Ward | Ex Sanzaru Games | Instructor @LCAD & @AAU
8+ years creating game ready environments and materials. Solid knowledge in art, both 3D and traditional. Strong Communicator with hard working ethics, and excellent time management skills. Proven ability to follow directions effectively within a team environment, and adjust to new situations and itineraries.
Instructor for the new "Shading and Material Creation in Unreal Engine" course
-Create a New Syllabus and Course Content for the Class.
-Center Lessons around various Shaders and Techniques used in Game Production
-Host Weekly Q&A sessions to review and focus on Student Requested Topics
Fremont, CA
-Model, Sculpt and UV prop assets used at interactable or static meshes in level.
-Interpret Concept and Art Styles on a level to level basis in regards to asset creation.
-Generate Textures for Pipeline Usage within Engine to then be passed off to Core Texture Team.
-Work closely with Design and Level Artists to integrate art for usage with Game Mechanics.
-Using Substance Suite, Generate textures used for various purposes within Game.
-Add metadata and collision data to models
-Optimize Assets for VR and Mobile VR platforms.
Foster City, CA
-Create materials for 0-1 models as well as Tileable World Materials
-Create and adjust textures and models for use in Virtual Reality
-Generate Textures for Pipeline Usage within Engine.
-Using Substance Suite, Generate textures used for various purposes within Game.
-Maintain vast library of materials.
-Model, Sculpt and Texture various Hero assets.
-Create and adjust Shaders with UE4 Node Based Material Editor for use in Pipeline.
-Create material and model variations of products based on furniture from Houzz Catelog
-Create and adjust textures and models for use in Augmented Reality
-Generate Textures for Pipeline Usage within Engine.
-Critique and edit Outsource Models and textures for accuracy as well as adjustments for pipeline usage.
-Maintain vast library of materials.
-Add metadata and collision data to models using Houzz proprietary tools
-Optimize level performance without taking away from Art Direction.
-Work on creating better and efficient asset pipelines for production.
-Audit levels for material Physically-based correctness.
-Work on testing and fixing tools to help with automating asset correctness based on production guidelines.
-Evaluate and improve game textures for PBR correctness.
-Assist with debugging and fixing lighting and shader issues.
-Assess and alter Textures and Materials for a final pass for the project.
-Optimize assets based on diskspace and number of assets per level.
-Test out Photogrammetry pipeline and ways to improve it
-Created Hi-poly, Low-poly models.
-Baked down textures from models and placed them in the Quixel Suite for intial texturing pass.
- Create renders from Intial rendering software for intial okay from producer.
-Publish textures based on engine quality and necessary material requirements.
-Create renders within game engine for marketing use.
-Developed and rendered design dimension plans for VR Cube design and also printing of interior and exterior cloth covering.
-Stylized PBR Texture development, optimization, and implementation
-High | Low poly modeling and texturing of environment buildings, landscapes, and props
-Process development, art direction, and visual standard establishment.