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Ben Miller
Ben Miller
3D Generalist - Digital Artist
East Palo Alto, United States

Summary

I'm a digital artist with a background in 3D graphics who, much like my art style, draws inspiration from games, fine arts, and nature. Along the way I’ve worked with a glass caster to make portraits of classical composers, with a VR/AR game studio to create beautifully optimized assets and environments, produced an intricately detailed wedding sculpture, and even spent a few months programming a plugin’s interface for Maya.

Throughout my growth as an artist, I’ve held closely to my eye’s desire for accurate reproduction of detail. Whether I’m modeling, sculpting, texturing, sketching, programming, 3D printing, or designing gameplay, that same desire will be at the foundation of my work.

Skills

Anatomy3D Modeling3D PrintingDigital SculptingMel ScriptingGame DesignUI DesignDrawingPython ScriptingSketchingRelief Sculpture

Software proficiency

Maya
Maya
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Modo
Modo
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Marvelous Designer
Marvelous Designer
Python
Python
Handplane
Handplane
MEL
MEL

Productions

    • Video Game
      Home A Drone
    • Year
      2019
    • Role
      3D Generalist, Art Director
    • Company
      Construct Studio
    • Video Game
      The Price of Freedom
    • Year
      2016
    • Role
      3D Generalist, Character Art
    • Company
      Construct Studio

Experience

  • Environment Artist at Construct Studio
    Burlingame, CA, United States of America
    May 2019 - October 2019

    Along with producing environment art, I took on the role of organizing and optimizing art content while aligning efforts between the art and engineering departments.

    • Designed, prototyped, and produced the environment for the VR game, Home a Drone, aligning my efforts to meet a series of tight, often unpredictable deadlines.

    • Optimized performance across art assets to meet strict VR standards. Researched and prioritized options for each deadline by making use of light probes, light baking, LODs, billboards, occlusion culling, and by reducing mesh and material counts.

    • Organized scene and file structures within Unity to stabilize content growth and provide clear, consistent communication between departments.

    • Coordinated with our engineers to ensure art assets were implemented as intended.

    • Identified and completed crucial tasks that remained unclaimed late in production while working to balance art styles and provide marketing renders.

  • 3D Generalist and UI Designer at Construct Studio
    Burlingame, CA, United States of America
    March 2017 - April 2019

    Continued working with Construct, eventually moving out to SF (May, 2018) to join the team in person and full-time.

    • Designed and produced a large number of low-poly, VR-friendly assets for an update to "The Price of Freedom". Assets were created with PBR texturing in a photo-realistic style.

    • Programmed modular UI for the Maya plugin of our "Vera" software using Python with Qt bindings. Worked together with our engineers to ensure stable, efficient communication between their data and my interfaces.

    • Produced concept art and rapidly prototyped environments in Unity for a number of VR/AR client projects and studio marketing materials.

    • Produced an environment kit and several assets for the VR game, "The Price of Freedom".

    • Designed and produced a pair of full-scale banners for conference displays.

  • 3D Character Artist (Contract) at Construct Studio
    Burlingame, CA, United States of America
    September 2016 - December 2016

    Worked remotely to design and produce a pair of realistic hand and arm models with clean topology representing the main character in the VR game, "The Price of Freedom".

  • Portrait Relief Sculptor at Robin Lehman (Employer)
    Rochester, NY, United States of America
    November 2012 - December 2016

    • Produced a series of relief sculptures, many featuring portraits of musical composers,

    which were 3D printed, cast in glass, and donated to musical organizations and museums.

    • Researched, tested, and documented new workflows for digitally sculpting in relief while

    developing a deeper understanding of the medium’s unique challenges.

    • Designed meshes for 3D printing, coordinating with my client to provide stable results.

  • Character Modeler (Volunteer) at Superman: Origins (Project)
    United States of America
    January 2013 - January 2015

    • Coordinated with a team of animators to model and texture a number of stylized

    characters using low-poly, animation-friendly topology.

    • Repaired the models and textures of several existing characters to unify styles, clean UVs

    and meshes, reduce file size, and correct anatomy and forms.