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Jan Golmic
Jan Golmic
3D artist at Keen Software House
Prague, Czech Republic

Summary

An Environment Artist and Prop Artist with passion in Technical Art. Driven by pushing visual limits to maximum. Open to gain new skills and share experiences.

Gumroad: https://gumroad.com/dashpower

Skills

3D ModelingEnvironment ModelingEnvironment DesignPhysically Based RenderingPBR TexturingRenderingTexture BakingPhotogrammetryUser Interface DesignPhotographyPhoto-manipulationGame DevelopmentScriptingCompositing

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Substance 3D Sampler
Substance 3D Sampler
Marmoset Toolbag
Marmoset Toolbag
SpeedTree
SpeedTree
ZBrush
ZBrush
Illustrator
Illustrator
InDesign
InDesign
xNormal
xNormal
Quixel Suite
Quixel Suite
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Space Engineers
    • Year
      2019
    • Role
      Prop Artist, Technical Artist
    • Company
      Keen Software House
    • Video Game
      Medieval Engineers
    • Year
      2015
    • Role
      Environmant Artist, Technical Artist
    • Company
      Keen Software House

Experience

  • Environment Artist at Keen Software House
    Prague, Czech Republic
    November 2014 - Present

    •Creating high quality 3D assets including textures, LODs, collisions and other asset attributes

    •Texture creation with industry standard tools like Substance Designer, Substance Painter and Adobe Photoshop

    •Game landscape visual and maps including vegetation assets

    •Graphic User Interface and sprite creation

    •Optimization of art pipeline and performance improvement for in-house game engine VRage 2.0 from art side

    •In-house art tool scripting for increasing productivity (Maxscript)

    •Simplygon LOD generation integration to art pipeline

    •Havok physics package from art side

  • 3D Artist, Technical Art Support at Keen Software House
    Prague, Czech Republic
    November 2014 - Present

    •Creating high quality 3D assets including textures, LODs, collisions and other asset attributes used for in-house engine VRage 2.0

    •Texture creation with industry standard tools like Substance Designer, Adobe Photoshop and Substance Painter

    •Havok physics from art side

    •Optimization of art pipeline and performance improvement for in-house game engine VRage 2.0 from art side

    •In-house art tool scripting for increasing productivity (Maxscript)