Jeremiah Clark
Jeremiah Clark
3D Hard Surface Modeler, Texture Artist, Digital Designer
Duluth, United States of America

About

3D modeler/visual designer with 6+ years of experience in creative positions. Has built a reputation for tackling any challenge, and always striving for higher quality and efficiency. Approaches work with creativity and curiosity. Functions well independently or as part of a collaborative team.

Comfortable with remote/virtual work, willing to relocate for the right opportunity.

I am currently available for freelance work.

Skills

3d Artist3D ModelingHard Surface ModelingLow-poly ModelingTexturingPBR TexturingRenderingPhysically Based RenderingLightingProject ManagementVector IllustrationScrumKanbanPhotographyVideo EditingGame DevelopmentTeachingUI DesignUser Interface DesignGraphic DesignCSMCertified Scrum Masterpodcasting

Software proficiency

Modo
Modo
Substance Designer
Substance Designer
Affinity Designer
Affinity Designer
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
3ds Max
3ds Max
V-Ray
V-Ray
Sketch App
Sketch App
Unreal Engine
Unreal Engine
Maya
Maya
Photoshop
Photoshop
Lightroom
Lightroom
Affinity Photo
Affinity Photo
Forest Pack
Forest Pack
RealHDR
RealHDR
Premiere
Premiere
Audition
Audition

Productions

  • Proxy.duckduckgo
    • Video Game
      Grumpy Witch: Emilia's Revenge
    • Year
      2020
    • Role
      3D Modeler - Remote
    • Company
      Pixel Constructor
  • Proxy.duckduckgo
    • Video Game
      Better Off Tread
    • Year
      2018
    • Role
      3D Modeler & Texture Artist - Remote
    • Company
      Pixel Constructor

Experience

  • Freelance 3D Hard Surface Game Artist at Pixel Constructor
    Remote, United States of America
    February 2017 - Present

    - Rapid creation and iteration of stylized​ 3D game props and assets for 2.5D platformer. Proposed, developed, and documented a process for quickly building assets. Using this process, all 3D assets were delivered on time and under budget.

    - Advised on and defined art process update to match styles and bridge gap between new 3D assets and existing 2D assets.

  • 3D Modeler & Texture Artist at MR Systems, Inc.
    Norcross, GA, United States of America
    March 2017 - February 2019

    - Created highly detailed 3D models of water and wastewater treatment plants and equipment, using layout sketches, diagrams, building plans, cut sheets, and parts number documents (PNIDs).

    - Worked closely with the Marketing Manager to develop a completely new look for company-wide marketing materials.

    - Produced high definition artwork for conference booth, billboard, and internal signage.

  • Adjunct Professor at The Art Institute of Atlanta
    Atlanta, GA, United States of America
    October 2017 - September 2018

    - Developed course materials that exposed students to multiple facets of the 3D workflow, and encouraged exploring alternate methods and ways of doing things.

    - Classes taught include Game Modeling, Environmental Modeling, Hard Surface and Organic Modeling, Advanced Hard Surface and Organic Modeling.

  • Assistant Producer at AGS - American Gaming Systems (formerly Cadillac Jack)
    Duluth, GA, United States of America
    November 2015 - January 2017

    - Coordinated the activities of artists, programmers, designers, and external team members on dozens of games.

    - Dramatically cut the time required for milestone estimation and reduced the need for input by automating the estimation process in Excel.

    - Managed four complete projects from concept and planning, through production and handoff: Empress Tai Yang, Lucky Peach, Lucky Lamp, and Golden Dragon.

    - Performed Technical Art duties as needs arose.

    - “Jeremiah shows a great passion for learning about Production / Project Management […] constantly looking for ways to solve inefficiencies and make the teams run more smoothly.” - Jeremy Tuck, Executive Producer, AGS

  • Embedded Game Tester II at Cadillac Jack, Inc. an Amaya Company
    Duluth, GA, United States of America
    June 2013 - November 2015

    - Increased throughput to keep pace as production increased by 20% ± each year.

    - Designed and wrote updated test plans and procedures.

    - Got new testers quickly up to speed without losing production speed or quality.