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Jose Concha
Jose Concha
3D Artist
Madison, United States of America

I'm a 3D artist currently residing in Madison, Wisconsin. Prior to working at PerBlue, I created art for web and mobile games and published several of my own assets on the Unity Assets Store.

Skills

3D ModelingDigital SculptingLightingLow-poly ModelingUV MappingHigh-poly ModelingHDRI PhotographyPBR TexturingPhysically Based Rendering

Software proficiency

Maya
Maya
Unity
Unity
Substance Designer
Substance Designer
Photoshop
Photoshop
Blender
Blender
ZBrush
ZBrush
xNormal
xNormal

Experience

  • 3D Artist / Technical Artist III at PerBlue
    Madison, United States of America
    May 2016 - Present

    Collaborate with the producers, art directors, artists and programmers to define, implement and iterate on features and changes.

    Problem solve, profile and optimize issue across the product and art/development pipeline.

    Act as subject matter expert for tooling and art processes.

    Create assets to coach artists how to work optimally.

  • 3D Artist/ Unity Asset Store Publisher at https://assetstore.unity.com/publishers/12886
    Madison, United States of America
    January 2015 - Present

    I create and publish assets for the Unity asset store. I've maintained these assets throughout Unity's update cycles and continue to interact with customers who might have questions.

  • Game Artist at Sega Networks, Three Rings Design
    Madison, United States of America
    November 2015 - March 2016

    Model, rig, and texture hero and enemy characters for an untitled project.

    Help establish and unify baking procedures for 3D assets.

    Implement assets and troubleshoot issues found during implementation. Update documentation based on research.

  • 3D Artist at Rocketeer Games
    Rocklin, United States of America
    July 2012 - April 2015

    Replace art for an existing IP and optimize assets to work well within web streaming limitations.

    Created weapons, vehicles and character skins.

    Implemented an array of in-game assets including environment prefabs, collision, level layout, and baked lighting.