Andrew Klein
www.andrewklein.net | andrew@andrewklein.net | Kirkland, WA
17 years of professional experience as a 3d Modeler, Animator, Technical Artist and Educator
RECENT PROFESSIONAL EXPERIENCE:
- Monolith (WB Games)
Lead Artist, Outsourcing
(Oct 2021-Present)
Advanced Artist, World (Outsourcing)
(April 2021-Sept 2021)
Senior World Outsourcing Artist
Kirkland WA (Dec 2019-March2021)
Unannounced Title
External Development liaison for outsourcing teams, including guidance, technical writing and art process documentation, asset validation, production support and communication.
- Valkyrie Entertainment
Executive Producer (previously Art Manager)
Seattle WA (July 2018-Nov 2019)
Multiple Titles
Production leadership and Art Management supporting multiple clients in Environment, Character, and Animation Co-Development. Production and Project Management for internal unannounced development project. Directly managed Production staff, QA, and Artists. Client relationships management, project bidding, and project tracking. Managed a team of 30+ internal artists and engineers and up to 4 external artists at any given time.
- Microsoft
Lead 3D Artist
Redmond WA (Aug 2016 –June 2018)
3D Projects for Windows Mixed Reality and 3D For Everyone
Lead the creation of models, animations, and VFX for content on Hololens, Windows MR devices, Paint3D, the Microsoft Office Suite, and Mixed Reality Viewer. Tools creation, documentation, art management, marketing, and 3D models and animations. Maya, Zbrush, Quixel, Substance Painter, Photoshop.
- Sledgehammer Games (Activision)
Senior 3D Modeler & Tech Artist
Foster City CA (Oct 2013 – July 2016)
Call of Duty: World War II (2017) on Xbox One/PS4/PC
Call of Duty: AW DLC (2014/2015) on Xbox One/PS4/PC/Xbox 360/PS3
Call of Duty: Advanced Warfare (2014) on Xbox One/PS4/PC/Xbox 360/PS3
3D modeling of vehicles, foliage, environment models, destructibles, and motion graphics. Developed tools for Maya, authored pipeline documentation, trained and assisted junior modelers, and interfaced with outsource teams. Led development of new foliage pipeline and wind system for Sledgehammer’s proprietary game engine. Maya, Zbrush, Quixel, Substance Painter, Photoshop, and After Effects. - Ex’pression College
Adjunct Faculty
Emeryville CA (Mar 2015 – Aug 2015)
Trained students in modeling and texture for game production using Unreal 4 Engine. Maya, Zbrush, Quixel, Photoshop. - 2K Marin (Take Two Interactive) (Now Hangar 13)
Level Modeler
Novato CA (Oct 2012 – Sept 2013)
The Bureau: XCOM Declassified DLC (2013) on Xbox 360/PS3/PC
The Bureau: XCOM Declassified (2013) on Xbox 360/PS3/PC
3D modeling of environment assets and destructibles for Unreal 3 with using Enlighten. Tasked outsource artists. Maya, 3dsMax, Zbrush, Quixel, Photoshop - Playviews
Art Director and 3D Artist
San Francisco CA (June 2012 – Sept 2012)
My Pet Monsters on iOS and Android
Developed 3D environments and characters, rigging and animations in Maya for Unity 3. Project scheduling and Maya Tools development.
Managed a small team of internal and outsource artists on a short development cycle. Maya, Photoshop. - The Art Institute of California -- SF
Full Time Faculty (Game Art & Design and Media Arts & Animation)
San Francisco CA (Oct 2005 – June 2012)
Developed and taught curriculum for 20+ courses in animation, rigging and game design with an emphasis on 3d Modeling, texturing, lighting and rendering. Primary tools taught included Maya and Mental Ray, Zbrush, Photoshop, Unreal 2004 and UDK, After Effects, and Final Cut Pro. - Metaversatility (Sony Playstation)
Environment/Character Modeler and Texture Artist
San Francisco CA (Jan 2009 – Aug 2009)
Playstation HOME on PS3
Created 3D models, textures and rigs using Maya, Zbrush and Photoshop for avatars, clothing, and furniture using a custom Engine built off of Havok. - Millions of Us (Sony Playstation)
Environment Modeler and Texture Artist
Sausalito CA (Feb 2008 – Dec 2008)
Playstation HOME on PS3
Created 3D models and textures using Maya, Zbrush and Photoshop for themed environments using a custom Engine built off of Havok.
EDUCATION AND CERTIFICATIONS:
· MFA, Computer Animation (June 2012)
The Art Institute of California -- SF San Francisco CA
· BFA, Painting + Digital Media (May 2004)
Carnegie-Mellon University Pittsburgh PA
· Zbrush Certified Instructor
Pixologic
· Maya Certified Instructor
Autodesk
SOFTWARE (WINDOWS and MAC):
3D: Maya, Zbrush, Speedtree, Agisoft Photoscan, Unreal, Unity, Radiant, LithEngine, xNormal, Enlighten, Kent (HCAP)
Rendering: Arnold, Mental Ray, Marmoset, Keyshot
2D: Substance Painter, Substance Designer, Photoshop, Quixel Suite
Video: Premiere, After Effects, Final Cut Pro
Project: Perforce, Shotgun, JIRA, Hansoft, VSO, SyncoSVN, Tortoise SVN, Transmit, Asana, MS Project, Test Track Pro, MS Office, Coda