Vitaliy Naymushin’s Experience
Blizzard Entertainment - July 2009 - Present
Senior Character Artist - working on Blizzard's next gen MMO.
id Software - July 2006 - June 2009
Character Artist - I was the sole dedicated character artist for the majority of the project's (Rage) development (to date). I've worked on every facet of character production, excluding rigging and animation. Worked closely with animators to develop a pipeline for bringing the highest quality characters into the game. Later involved in critiquing and managing of character asset outsourcing as well as acting as an advisor and reviewing character assets for Doom 4.
Ritual Entertainment - March 2005 - June 2006
Character Artist – Created all of the characters for a canceled doom 3 engine game, also helped with weapons, vehicles and environmental pieces, also created models and textures for characters in SiN episodes. Modeling (high and low polygon), unwrapping, generating normal maps, texturing, characters weapons and environmental assets, working with animators, programmers and level designers. Worked with the Doom 3/Quake 4, Source, and other proprietary engines, helped establish a next-gen pipeline and trained other employees.
Terminal Reality Inc. - June 2004 – October 2004
3d Artist – Created ingame kill puzzles, environmental pieces and props for Bloodrayne 2, also helped with creating characters for Demonik (currently canceled). Worked under console (ps2/xbox) limitations, modeling, unwrapping, texturing of realistic environment pieces and characters.
Art Bully Productions - June 2009 - Present
Co-owner – As a co-owner of an art outsource studio I am involved in creating artwork, as well as providing my expertise to other artists and partners as well as managing of subcontractors.
Bethesda Softworks - May 2006 - June 2006
Contract Character Artist – I was contracted to create next-gen monsters for Elder Scrolls 4: Shivering Isles, the Gatekeeper, the flesh atronarch, hunger and a few others. All work was done using 3dsmax, Zbrush 2.0 and Photoshop.
Obsidian Entertainment - May 2005 - June 2005
Contract Character Artist – I was contracted to create high polygon source models for the main character costumes for Neverwinter Nights 2. Used zbrush 2 and 3dsmax.
Bethesda Softworks - October 2004 - February 2005
Contract Character Artist – I was contracted to create next-gen characters, artifacts and statues for Elder Scrolls 4: Oblivion. All work was done using 3dsmax, Zbrush 2.0 and Photoshop. Duties included modeling (highpoly and lowpoly) unwrapping, generating normal maps, texturing, importing assets into the engine. Some of the assets i have created were seen in magazines, screenshots and trailers for the game.
Streamline Studios - April 2004 - June 2004
Contract 3d Artist – I was contracted to create high polygon cinematic quality vehicles and weapons for Ghost Recon 2 cinematics and commercials. Inorganic modeling using 3dsmax.
Liquid Development - December 2003 - April 2004
Contract 3d artist – I was contracted to create vehicle textures for a game called Armored Titans (fate of the game unknown, presumed to be canceled)
eSim Games - November 2003 - June 2004
Contract 3d artist – I was contracted to create realistic tank models and textures for a tank simulation game called Steel Beasts 2. Modeling, unwrapping, texturing using 3dsmax.