Maruchy Barnidge
17401 Orwell Ln
Round Rock TX 78664
786-223-0647
Maruchy85@hotmail,com
http://maruchy85.wix.com/mysite-1
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Skills
I am a team player with a high level of professionalism and am able to work well with others under tight deadlines. As well as being able to work independently with minimal supervision.
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, ZBrush, Adobe After Effects, Headus, Crazy Bump, DDO, Xnormal, Fusion, Blue Point Engine, Marmoset Engine. Halo Engine, Radiant Engine, Substance Painter.
Experience
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2016-2023 Retro Studios Nintendo
Austin TX
Senior Environment Artist for Metroid Prime 4
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principal artist, creating the look\style Help train external partners on our art processes, pipeline.
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Guide a team of external artists to final deliverables that reflect the project’s artistic vision.
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Provide timely and actionable feedback to external artists working on environment art content.
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Collaborate with external artists to develop, maintain, and evolve pipelines for efficient integration of externally produced environment assets.
Senior Environment Artist for Metroid Prime I re-master
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map lead and principal artist, creating the look\style of different rooms keeping and eye on memory and performance limitations
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Help train external partners on our art processes, pipeline.
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Works closely with the Art Director to keep quality and style consistent across all maps
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Create environments with an eye on world building and set dressing.
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Coach and mentor other Environment Artists
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Collaborate with team members of other disciplines to meet milestone goals.
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Work closely with production to define deliverables and communicate expectations to the team
2011-2016 Certain Affinity studio
Austin TX
Senior Environment Artist Call of Duty modern war fear re-master
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Responsible for the creation of both high and low resolution natural environment art elements which includes terrain/cliffs/trees/plants.
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Part of a specialized team in charge of composition, natural/organic environment art, world building landscapes, set dressing and polishing hero player paths.
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Helped mentor and direct junior and mid-level artists new to the engine, process and project.
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Co-developed and designed multiple modular sets which were used to create unique environments.
Senior Environment Artist Doom 4
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Responsible for the creation and implementation of high and low resolution, highly organic, sculpted environment assets.
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Assisted in developing visual aesthetic and design with zbrush using 3d concept techniques.
Senior Environment Artist Call of Duty Ghost
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Responsible for modeling high and low resolution environment assets based on a combination of concept and real world locations.
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Created and specialized in organic assets.
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Unwrapping and texturing meshes which use existing tileable and strip texture techniques.
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Modelling of instanced and unique prop assets for multiple platforms (Xbox 360,Xbox1,Playstation 3,Playstation 4, PC)
Environment Artist Halo 4 , Halo DLC
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Modeled and textured natural and organic terrain pieces as well as destruction states of buildings and other man made structures.
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Worked closely with design to block-out initial level layout and flow for scratch made map zones as well as polishing existing designer created levels.
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In charge of reducing entire map footprint which includes optimization of hundreds of textures, reducing model polycounts and adjusting shader complexity.
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Modeled and textured high and low resolution environment one off props, assets and hero set pieces.
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Polished and dressed multiplayer rooms without concept support.
2010 - 2011 Armature Studio
Austin TX
Environment Artist
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Co-Developed project pipelines and process for streamlining and speeding up production of props and modular construction sets while maintaining quality bars.
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Responsible for the creation of both architectural and organic environments for unannounced titles.
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Modeled and textured high and low resolution props as well as interior and exterior environments.
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Created diffuse/ color maps, normal maps, specular masks, height maps, alpha masks and detail maps for unique in house shaders.
2009-Velvet Intrance Promotions
Miami FL
General Artist
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Responsible for creating models and textures for characters, cars, buildings and animation for characters and cameras.
2009-Boga Studio
General Artist
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Florida Lottery advertisement, Responsible for creating animation of CG assets. 2008- Telemundo Studio Responsible for creating models, textures, animation and render graphics for a TV show.
Education
2006-2009 Miami International University of Art and Design
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Computer Animation Miami, Florida
2005 -2006 College of Business & Technology
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Graphic Design Miami, Florida
2003- 2005 Miami Dade College Miami, Florida