Anthony Vaccaro

tony0vaccaro@gmail.com

Lead Design

  • Able to plan and plot game design elements solo or in a collaborative team environment
  • Aware of and able to mitigate scope creep from the pre-production stage and all subsequent stages
  • Takes into account long-term art and iteration pipelines from pre-production through launch
  • Skilled at iteration and adjusting of game mechanics based on continual play testing

LEAD ARTIST

  • Able to sketch and photobash early concept art to convey overall visual aesthetic and feel of a project
  • Aware of polygon count and image compression throughout production to remain within hardware targets
  • Establishes visual language using factors such as color, asset contours, and texture patterns
  • Keeps art pipeline clean, clear, and systematic with established naming conventions based on best practices

MODELING/TEXTURING

  • Capable of staying within strict polygon limitations throughout development
  • Develops smooth transitional LOD subdivisions for all models in 3D space
  • Skilled at creating diffuse, normal, specular, and AO maps from scratch
  • Able to utilize texture atlases in-engine to minimize draw calls and maximize CPU batching

Core Software knowledge

  • Photoshop
  • GIMP
  • Unity 3D
  • Unreal Engine 4
  • Blender 3D
  • Maya
  • Sculptris
  • ZBrush

Experience

JANUARY 2017 TO OCTOBER 2017

MC LARS 2: Brotherhood
 

  • Led core design from pre-production through iterations and into launch
  • Designed and developed all in-game art assets
  • Built all level layouts, including item and obstacle placement, and enemy triggers

FEBRUARY 2016 to SEPTEMBER 2016

MC LARS : THE VIDEO GAME
 

  • Led original design