Blake Withers is a Lead 3D and Character Artist in Toronto's Game Industry. His proficiencies include 3D Character modelling , Technical and Material art using industry-standard DCC softwares including Zbrush, 3DS Max, Substance Painter and Designer, Marvelous Designer, Adobe Photoshop, Unreal, and Unity. He has worked with studios such as Secret Location, Longbow Games, VirtuePlay in association with Seneca College, VarnerMiller, and more.
Wonderland
-Worked as Lead Technical Artist within the Innovation department on Wonderland, a new projection mapped multi-user interactive game experience as through UE4’s nDisplay and Augmenta;
-Lead and collaborated with art team in creating, designing, and implementing art that would be viewed using 3d projection including 3D environment and character art assets;
-Developed art production pipelines, process and workflows to help mentor and direct team’s production;
-Created materials, vfx shaders, particle effects, and other technical art during production including cinematics for trailers and demos;
-Designed, innovated and created:
-Cinematic Controller tool to achieve a room transformation visual effect through shaders that could be easily controlled through Unreal Sequencer;
-Technical art solution for the Cheshire Cat that would meet the art direction style and concept art using Render Targets to redisplay a classically animated character that could smoothly transition to stylized smoke effect in real-time;
-Performative, art friendly, multi-user per-instance foliage visual transformation material and technical system for the Forest Interaction.
-Directed team on how to use these newly innovated Technical Art tools developed during the project and mentored on how to implement them smoothly into production and work pipelines amongst multiple departments.
Blasters
-Worked as Technical Artist on the visual effects for Blasters including the creation and development of shaders, materials and other technical art for the project;
-Visual effects included but were not limited to particle effects for guns, bullets, explosions, character teleportation effects, etc.;
-Created 3D models and textures for kit-bash 3d art for the environment artists.
Golem
- Creating and managing the Art Team’s tasks and schedule;
- Modeling and designing all 3D assets;
- Rigging both character and environment assets;
- Animating environment assets and visual effects;
- Scripting LUA tools for art team production and development;
- Researching and developing shaders in HLSL to follow established art direction.
- Working with the programming team in order to:
- implement tools to assist the art teams production;
- rebuild the rendering system to meet the desired art direction and to allow for more advanced techniques in the rendering pipeline;
- Determine rendering performance issues and provide potential creative solutions either through art and/or programming;
- Implement both high and low level game play design and features;
- Design a more artist friendly and prototype friendly LUA based particle system;
- Develop an offline rendering lighting solution for the in-house engine.
Hegemony Series | Includes: Hegemony III: The Eagle King DLC, Hegemony III: Clash of The Ancients, Hegemony Rome: Rise of Caeser & DLCs
- Modeling 3D Characters;
- Animating and rigging 3D Characters;
- High level design of new features and gameplay features including the new Invasion Game Mode that was added in the DLC;
- Concept design for new UI elements;
- Working with the programming team to develop a new method of structuring unit assets in code to allow for more complex units in game;
- Mentored team members in modern 3D pipelines and techniques;
- Rewrote the shaders to improve and upgrade the game’s visuals;
- Cleaned and modernized older assets while maintaining the existing art style.
- Lead art team as Art Director on production of prototype Moon Racing game in Unity;
- Created project art direction through research and development including concept art and design;
- Provided reviews to direct and mentor art team in order to follow established art direction;
- Responsible for look development for 3D Art in Unity;
- Production work included Technical, GUI, Concept, and 3D Art;
- Explored agile content production pipelines for race track production and design.
- Provided modeling and texturing of photo-realistic environment art for educational game project;
- Worked independently to create modular environment assets for environment team;
- Responsible for meeting deadlines, communication, and collaboration while working remotely.
- Led team on 3d scan clean up of character scans for submission to third party VFX teams;
- Modeling and texturing photo-realistic detailed character digital doubles for film productions;
- Responsible for ensuring character likeness and anatomical accuracy from character artists;
- 3D modelling and scanning in Zbrush, 3D3 FlexScan3D, Vicon IQ and Geomagic Wrap.
- Provided clean up and optimization of 3D character art for use in Architectural rendering software WYSIWYG;
- Work included correction of normals and remodeling of assets for optimal in-engine performance;
- Responsible for ensuring character photo-realism and anatomical accuracy from character artists.