CURRENTLY AVAILABLE MORAVETZ@GMAIL.COM

Currently seeking opportunities!  In 8 years I have shipped 9 games and have worked on all kinds of platforms from mobile, online shooters, current gen graphics with physically based rendered shaders, and point-and-click adventures.

Please feel free to contact me: moravetz@gmail.com

Resume: ResumeDownloadPDF

[ EMPLOYMENT ]

OBSIDIAN ENTERTAINMENT

October 2015 – January 2017

Titles : ARMORED WARFARE

(PC, MMO)

  • Modeled both organic and hard surface game-ready assets­, then textured in Quixel Suite to completion
  • Created both unique and tile-able textures for diffuse, normal, spec and gloss
  • Baked high poly models using Knald and 3Ds Max
  • Made level of detail models, destroyed models, and tight collision to enhance gameplay
  • Implemented game-ready models in to CryEngine, set dressed maps, and textured terrain
  • Responsible for bug-fixing 10 maps and fixed over 200 bugs as well as optimizing 400 textures to improve gameplay and aesthetics
  • Playtested game 3 times a week with entire team

 

HER INTERACTIVE

April 2013 – April 2015

Titles : NANCY DREW –

  • Midnight in Salem (TBD/Canceled)
  • Sea of Darkness
  • Labyrinth of Lies
  • The Shattered Medallion
  • The Silent Spy

(PC, Adventure)

  • Shipped a game on time every 6 months in a self-managed environment
  • Created entire levels as fast as 2-3 week turnaround
  • Scenes modeled and lit in V-Ray with a deep understanding of shaders
  • Worked close with design to enhance the story
  • Made a 14-page mini comic book and merchandise poster
  • Photographed and organized images from Iceland for reference

 

DIGITAL EEL

April 2013- April 2014

Titles : INFINITE SPACE 3: Sea of Stars

(PC, Indie)

  • Modeled 18 low-poly watertight spaceships from concept
  • Painted 8 environments for game levels
  • Painted a dozen loot item cards

 

TURN10 (Microsoft)

July 2012 – February 2013

Titles : FORZA 5

(Xbox One launch title)

  • Graybox modeled hundreds of assets for the second largest level in game
  • Used photoscan data and massive image library of a real-world race track to carefully place all assets in map
  • Crafted physically based rendered shaders
  • Organized huge reference library for easier use

 

HIDDEN PATH

December 2010 – April 2012

Titles : COUNTER STRIKE: GLOBAL OFFENSIVE

(PC, MMO FPS)

  • Modeled and textured ornate props and structures including the famous temple from Dust
  • Made tight collision intended for shooting game
  • Playtested almost daily with teammates to check work

 

SONY BEND

May 2008 – February 2009

Titles : RESISTANCE: RETRIBUTION

(PSP, Shooter)

  • Enhanced the story of the environment with 3D models and textures in strict handheld console memory budget
  • Animated and polished 14 in-game cinematics

 

[ SOFTWARE ]

3Ds Max – ZBrush – World Machine – Photoshop – Quixel Suite – Substance – CryEngine – Unreal 4, V-Ray, Marmoset, xNormal, Knald

 

[ PUBLICATIONS ]

  • 3D World magazine, issue 216 – January, 2017
  • 3dcreative magazine, issue 119 – July, 2015

 

[ EDUCATION ]

DIGIPEN INSTITUTE OF TECHNOLOGY

  • Associate of Applied Arts in 3D Animation 2003-2004
  • Bachelor of Fine Arts in Production Animation 2004-2008 (graduated)