Carrigan Raketic
Carrigan Raketic
Environment | Texture| Prop Artist
Boca Raton, United States of America

About

Environment | Prop | Texture Artist

I enjoy making things and telling stories.

Resume PDF

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Skills

3D ModelingProp ModelingEnvironment ModelingTexturingPBR TexturingTexture BakingStylized ModelingPhotorealismLightingWorld BuildingPhotogrammetryVRStylized Texturing

Software proficiency

Modo
Modo
Maya
Maya
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
xNormal
xNormal
Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Substance B2M
Substance B2M
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Unity
Unity
SpeedTree
SpeedTree
Lumion
Lumion
Premiere
Premiere
Perforce
Perforce

Reel

Productions

  • Capture
    • Mobile Game
      bARk - A Dogmented Reality
    • Year
      2018
    • Role
      Technical Artist
    • Company
      MegaHealth Jam
  • Tiptoe poster besilent
    • Video Game
      TipToe
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Overnight Game Studios

Experience

  • Environment Artist at Preswerx
    Boca Raton
    October 2018 - Present

    Preswerx is a company that specializes in Architectural Visualization and Virtual Reality products that showcase new designs and experiences that tell the whole story - featuring Unreal Engine and Lumion.

    My responsibilities include:

    • High-to-low poly modeling in Modo with focus on clean topology and optimized polycounts for VR.

    • Creating tileable textures inside Photoshop for use in Unreal Engine 4, with world building and lighting interior/exterior environments utilizing post-processing and LUT tables.

    • Creating custom foliage such as trees, flowers, and grass using Speedtree for Unreal Engine 4

    • Manage project requirements and accomplish objectives by self-monitoring progress and promptly solving issues.

  • Environment Artist at Overnight Game Studios - "Tiptoe"
    Orlando, United States of America
    January 2017 - Present

    "A first-person suspense game where you are a blind child, using wave sonar to navigate through the house to find your favorite toy. All the while you must avoid a monster who is listening for your every move. Be silent, or be seen."

    This was a game made in less than 48 hours in the 2017 Global Game Jam.

    Our team comprised of six artists wearing multiple hats, and one programmer who we collaborated with remotely.

    My responsibilities include:

    • Devised the game’s visual style and directed the production of all visual materials throughout development

    • Created the core storyline for production and directed the overall theme of the project

    • Collaborated in Environment/Prop asset creation, managed communication between developers, and assisted in UI

    design

  • Technical Artist at MegaHealth Jam - "bARk - A Dogmented Reality"
    Orlando, United States of America
    April 2018 - April 2018

    Created at the first ever Mega Health Jam, "bARk" is an augmented reality application where children and adults alike can interact and play with our dog ARchie in real-world space. This app was designed with those in mind that cannot interact with others because of a medical condition, or that need a fun and welcoming distraction from some of the more scary parts about being in a hospital.

    My responsibilities include:

    -Rig a quadruped animal character model from scratch using Maya 2018 starting from joint creation, to control placement and constraints, and final weight painting

    -Animate a quadruped walk cycle and assist in solving technical difficulties that arise in production, including animation, rigging, and asset implimentation into the Unity game engine

    -Keep communications flowing between artists and programmers and translate the needs of the production into viable solutions

  • Environment Artist at Global Game Jam 2018 - "Switchboard Betty"
    Orlando, United States of America
    January 2018 - January 2018

    "Play as a switchboard operator from the 1940s and connect incoming callers to their intended receiver in this multitasking, time-management mobile game!"

    Created in 48 hours at the 2018 Global Game Jam, our team was comprised of one lead programmer and another who assisted in development in the final hours of the jam, two 3D Artists, one 2D artist, and three sound designers/musicians.

    My responsibilities included:

    • Created stylized props and environment assets from realistic and cartoon concepts with Modo and Photoshop

    • Collaborated with fellow artists and programmers to keep with artistic style and gameplay functionality

    • Utilized SourceTree as source control and worked alongside our programmer in Unity to problem solve glitches and

    place colliders

  • Contract Environment Modeler at Monkey Chow Productions - Amusement Park Previsualization
    Orlando, United States of America
    May 2017 - June 2017

    A two-week contract in which I modeled stylized environment assets using various concepts, while communicating with my art director and art leads consistently.

    My responsibilities included:

    • Created stylized props and environment pieces from realistic and cartoon concept art

    • UV’d assets in the 0-1 scale, keeping them as optimized as possible

    • Placed assets and props inside the world space to achieve the desired environment following concept

  • Contract Texture Artist at Razor Edge Games - "Eden Falling"
    Phoenix, United States of America
    February 2017 - April 2017

    Working remotely, I coordinate with my art lead to creating believable real-life textures for the environment and character assets.

    My responsibilities included:

    • Created photo real textures for environmental assets and props while working directly with my art lead, staying consistent with the overall theme of the game

    • UV’d assets in the 0-1 scale, keeping them as optimized as possible

    • Using Maya XGen and reference, I designed hair styles and created hair cards for real-time gameplay

    • Integrated assets, textures, and shaders into the Unity Engine and exported packages