Derek Malone
Derek Malone
Environment/ Prop Artist
Grand Rapids, United States of America

Summary

A proactive Environment and Prop Artist who uses a variety of processes and tools to produce outstanding worlds. Driven to recreate the vision of the Designers and become a Lead Designer or Art Director in the future.

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Skills

Eagle Scout3D Modeling3D VisualizationDigital SculptingEnvironment DesignEnvironment ModelingGraphic DesignMatching Art StylesMatte PaintingPhysically Based RenderingPhoto-manipulationRenderingTexturingUser Interface Design

Software proficiency

3ds Max
3ds Max
Substance Designer
Substance Designer
Substance Painter
Substance Painter
ZBrush
ZBrush
Photoshop
Photoshop
3D-Coat
3D-Coat
SpeedTree
SpeedTree
Maya
Maya
xNormal
xNormal
Quixel Suite
Quixel Suite
Premiere
Premiere
After Effects
After Effects
Krita
Krita
Unreal Engine
Unreal Engine
InDesign
InDesign
V-Ray
V-Ray
Affinity Designer
Affinity Designer
Corona Renderer
Corona Renderer
Redshift
Redshift

Reel

Productions

  • Capture
    • Video Game
      Super Dungeon Tactics
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Underbite Games
  • Th
    • Mobile Game
      RoOomy
    • Year
      2016
    • Role
      3D Modeller and Texture Artist.
    • Company
      Think Chromatic

Experience

  • Senior Capstone (Environment Artist, Graphic Designer, UI/UX Designer) at Ferris State University (Digital Animation and Game Design Program)
    Grand Rapids, United States of America
    January 2017 - May 2017 (4 months)

    • Concepted and created an environment in two different styles showcased in Unreal Engine 4

    • Designed, tested, and created posters and small booklets for print

    • Taught the analysis of an art style and how students can apply it to their own work

  • Contract 3D Artist at Think Chromatic
    Grand Rapids, United States of America
    May 2016 - Present

    • Modeled hard/soft body game ready/cinema quality props using 3DS Max and CAD data

    • Created material finishes both custom and procedural using the Substance suite

    • Managed small group of artists using Agile management to finish large volumes of props

    • Taking client feedback from renders and making changes

    • Organizing documents from contractors for use in-house

    • Post production on renders

    • Video editing and post process work on renders/animations with After Effects and Photoshop

    • Realistc lighting and rendering with VRay, and Corona

    • Basic navigation of AutoCAD

  • Product Illustration (Intern) at Steelcase
    Grand Rapids, United States of America
    August 2016 - December 2016 (4 months)

    • Utilizing internal management software

    • Material and tiling texture creation

    • Modeling from CAD data

    • Working in a corporate environment with 100+ employees

    • Working with internal plugins and file structures

    • Working with project management tools like Trello.

    Modeled hard/soft body game ready/cinema quality props using 3DS Max

    Created material finishes both custom and procedural using the Substance suite

    Managed small group of artists using Agile management to finish large volumes of props

    Video editing and post process work on renders/animations with After Effects and Photoshop

    Realistc lighting and rendering with VRay, and Corona

  • UI/UX Designer (Intern) at Reset Studios
    Grand Rapids, United States of America
    August 2016 - December 2016 (4 months)

    • Designed, tested, and created UI for an untitled game prototype to fit a targeted market

    • Assets generated in Adobe Illustrator and Photoshop

  • Environment Artist (Intern) at Underbite Games
    Grand Rapids, United States of America
    August 2015 - December 2015 (4 months)

    • Recreated organic and hard edge assets from concepts matching an art style

    • Unwrapped and textured assets in a development pipeline

    • Communicated with other team members to reach a deadline

    • Created hand painted textures

    • Worked with a large production team to complete Super Dungeon Tactics (20+)

    • Baked out special maps to help the texturing process

  • Vehicle Artist at Ferris State University (Digital Animation and Game Design Program)
    Grand Rapids, United States of America
    August 2015 - December 2015 (4 months)

    • Followed technical limitations from a team

    • Took a designer's vision to concept and physical asset

    • Created hard edge assets from concepts matching a PBR based art style

    • Unwrapped and textured assets

    • Communicated with other team members (50+) to reach multiple deadlines

    • Created PBR textures