RESUME

156 Goethe Street

San Francisco, CA 94112

(415)2612172

martinmromero@gmail.com

www.martinromerovfx.com

 

OBJECTIVE

To create and design visual effects for games and films using proprietary engines and 3D application in a challenging and high passion environment

QUALIFICATIONS  & SKILLS

Unreal Engine 4, PopcornFX, Unity 5, Proprietary Game Engines, Maya, Houdini(Dynamics and Fluid Dynamics), 3Ds Max, Photoshop CS6, After Effects CS6, RealFlow, FumeFX, Vray, Nuke, Thinking Particles, DMM, RayFire, Python(working knowledge), HLSL(working knowledge).

Good understanding of the dynamics and procedural simulation through the use of sprites, particles, emitters, fields, collisions, rigid-bodies, soft-bodies and fluid dynamics simulation.

Team collaborator, effective communicator and good at problem solving.

Always stays up to date with new techniques, all of the latest software and

participates in the CG community.

Versatile when it comes to learning new pipelines, engines, and software.

EXPERIENCE

WARNER BROS, SAN FRANCISCO

Senior Studio VFX Artist on Unity Mobile Game Projects

CA 08/2015 – Current

– Working closely with Art Director, designers, and production to create and deliver marquee visual effects for multiple titles in timely fashion.

– Provide  mentorship to the effects team and create  Visual Effects guides to the help with the vision of the projects.

– Work with engineers to implement new and practical vfx pipeline tools

– Provided technical and artistic solutions to the designers, artist and engineers in order to keep a high visual bar.

– Create high quality game assets through  textures, geometry, simulation, withing Photoshop and After Effects techniques for Real Time VFX.

– Research, prototype, develop and  implement  optimized techniques to create cutting edge visual effects for  PC and mobile.

DISNEY INTERACTIVE, PALO ALTO, CA

Senior VFX Artist

11/2014 – 08/2015
-Created VFX style guide

-Help to establish vfx pipeline

-Responsible for the creation of all types of photo-real as well as stylized effects ranging from

environment to vehicle, character and weapons.

-Self-Manage development budget of all in game effects.

-Working closely with Art Director, designers, and production to create and deliver marquee visual effects for the title in timely fashion.

-Works closely with engineers to implement benchmark and prototype vfx tools.

-Prototyped and created vfx assets using tools such as FumeFX, Maya, Houdini, After Effects and Photoshop.

ELECTRONIC ARTS, REDWOOD SHORES, CA

Senior VFX Artist

06/2013 – 11/2014
-Creation of all types of photo-real and fantasy real-time game effects ranging from

environment, characters, weapons, procedural shaders, fluid simulation, and fx

texture creation.

-Able to communicate feature ideas effectively to a developer.

-Optimize effects to run efficiently within the game while maintaining a high level of quality.

-Creation of environment effects such as fire, explosions, debris, waterfalls, water

splashes, fog, dust, smoke, steam, electricity, lightning, effects based on geometry and

or shader driven fx.

-Work closely with environment artists and designers to ensure the best effect experience

possible.

-Created character effects such as footprints (mud & snow), breath, water splashes,

blood spurts, and full screen damage fx.

-Work with the FX Lead and Art Director to ensure the visual quality bar is met.

-Able to communicate feature ideas effectively to a developer. technology.  

CRYSTAL DYNAMICS, REDWOOD CITY, CA

VFX Artist

06/2010 – 06/2013

-Creation of all types of photo-real and fantasy real-time game effects ranging from

environment, characters, weapons, procedural shaders, fluid simulation, and fx texture creation.

-Able to communicate feature ideas effectively to a developer.

-Optimize effects to run efficiently within the game while maintaining a high level of quality.

-Creation of environment effects such as fire, explosions, debris, waterfalls, water splashes, fog, dust, smoke, steam, electricity, lightning, effects based on geometry and or shader driven fx.

-Work closely with environment artists and designers to ensure the best effect experience possible.

-Created character effects such as footprints (mud & snow), breath, water splashes, blood spurts, and full screen damage fx.

-Work with the FX Lead and Art Director to ensure the visual quality bar is met.

-Able to communicate feature ideas effectively to a developer.

LIQUID ENTERTAINMENT, PASADENA, CA

VFX Artist

01/2010 – 06/2010
Created Character and Environment vfx for Thor: God of Thunder.

Created environment effects such as fire, cosmic explosions, debris,

waterfalls,water splashes, fog, dust, smoke, steam, beams, electricity, and lightning bolts.

Created stylized weapon fx, surface impact effects, as well as various power up effects.

Created shaders for multiple particle systems.

Placed and connected effects throughout the levels using Unreal 3.

ACADEMY OF ART UNIVERSITY, SAN FRANCISCO ,CA 

09/2009 – 02/2011

Online Instructor

2D Imaging for Visual Effects.

Workshop: Visual Effects.

Visual Effects 2 – Intermediate Digital Compositing.

CINEMATICO, SAN FRANCISCO, CA

VFX Artist and 3D Generalist

09/2007 – 07/2009

Responsible for the creation of visual effects for Marvel Ultimate Alliance 2 game cinematics.

Created effects such as various demolitions, explosions, debris, smoke, fire and shockwave effects.

CRYSTAL DYNAMICS, REDWOOD CITY, CA

VFX Artist

06/2010  –  06/2013

 

 

EDUCATION

TECHNICAL DIRECTOR TRANSFORMATION

FXTD

01/1 5 – 06/2016

Scriptint tools in 3Ds Max

Creation of fire and explosion vfx using FumFX and Nuke

Destruction systems using Thinking Particles.

ACADEMY OF ART UNIVERSITY, SAN FRANCISCO, CA

01/2009 – 03/2011

Masters in Animation & Visual Effects

THE ART INSTITUTE OF CALIFORNIA, SAN FRANCISCO, CA

05/2003 – 09/2007

Bachelor of Science in Media Arts and Animation

ADDITIONAL PROFESSIONAL DEVELOPMENT COURSES:

An Introduction to Interactive Programming in Python at Coursera (RICE University)

Visual Effects Workshop (Visual Effects for Film with Allan McKay)

Python Programming at TD College

MEL Programming at TD College

Visual Effects 2 Workshop (Visual Effects for Film with Allan McKay)

Lighting Workshop (Lighting and Rendering in Maya with Jeremy Birn

REFERENCES

Available upon request