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Kyle Parsons
Kyle Parsons
Character Artist
Montreal, Canada

I'm a character artist with 6 years production experience spanning shipped AAA games, VFX productions and mobile games. I am skilled at stylized and realistic character modeling, sculpting and texturing as well as hard surface modeling. I'm an expert in the technical aspects of game character creation such as general workflow, topology, UVing, baking, shader writing and game engine integration.

Resume PDF

Skills

3D ModelingDigital SculptingTexturingCharacter ModelingCharacter DesignProp ModelingProgrammingShaders

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance Painter
Substance Painter
Marvelous Designer
Marvelous Designer
Unity
Unity
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
3ds Max
3ds Max

Productions

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    • Movie
      Long Shot
    • Year
      2019
    • Role
      3d Supervisor
    • Company
      Makeshift VFX
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    • Video Game
      Plants Vs Zombies: Garden Warfare 2
    • Year
      2016
    • Role
      Character Artist
    • Company
      EA Vancouver
  • 7d7302fa81fff123aa674216cd66cca7
    • Video Game
      Dota 2
    • Year
      2013
    • Role
      Outsourced Character Artist
    • Company
      Valve
  • Dragon age ii
    • Video Game
      Dragon Age II
    • Year
      2011
    • Role
      QA
    • Company
      EA

Experience

  • Lead Character Artist at BMAD/Makeshift VFX
    Montreal, Canada
    October 2017 - Present

    Leadership and mentoring of junior artists

    Established art workflows and asset pipelines for the artists and animators between Maya and Unity/Unreal

    Modeled and textured an Air Force Two jet for the film “Long Shot”

    Modeled VFX Characters, Space Ships and props for Cosmos Season 2

    Modeled and textured stylized characters for multiple Unity mobile apps

    Modeled and textured realistic sports outfits for an Unreal Engine 4 AR app

    Shader authoring and C# scripting in Unity

  • Character Artist at EA Canada
    Burnaby, Canada
    April 2015 - April 2016

    Created player character and boss character high poly models, low poly models, textures and shaders

    Worked from loose concept art, with the art director, to develop the final look and feel of the characters

    Worked with PBR and Frostbite to achieve high quality current gen visuals

    Polished existing assets and assets created by external studios to meet quality standards

  • Outsourced Character Artist at Valve Corporation
    Vancouver, Canada
    June 2012 - December 2014

    Designed and created character skins/cosmetic items which have been integrated and sold within Dota 2

    Modeled high and low poly characters, armor and weapons

    Skinned armor and weapons to existing character rigs

    Followed highly optimized budgets and guidelines for creation and integration of props and characters into Dota 2

  • General Artist at Kerberos Productions
    Vancouver, Canada
    February 2012 - August 2012

    Design and creation of props and environments for a cancelled PC title

    Modeling and Texturing of High and Low poly assets

    Integration of props and environments into proprietary engine