Andrew H Shim
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Andrew H Shim

????5920 Great Star Dr., Unit 404 Clarksville, MD 21029

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Linkedin Account:
------------/in/andrew-hyung-bo-shim-7b0b9a79/

Online Portfolio:
WWW.AMNION2770.COM


EDUCATION

2015-2017
Master of Fine Art in Game Development,
Academy of Art University at San Francisco, California.
School of Game Development
Concentration: 3D modeling

2009-2013
Bachelor of Fine Art in Animation,
Maryland Institute College of Art in Baltimore, Maryland.
Department of Animation
Concentration: 3D modeling, Graduation with Honors

WORK EXPERIENCE

Nov. 2019- Present
Lawe Buddhist Temple – Bup Hwa Jung Buddhist Temple (Remote) (Seoul, South Korea)

Lead Concept Artist:

o Develop core concept for the 45ft tall Buddha statue that will be the center piece of the Bup Hwa Jung (Lawe) Buddhist temple.

o Perform rough design studies and produce samples of ideas using Photoshop and present ideas to project management during weekly meetings.

o Use Zbrush to simulate statue’s overall appearance from multiple perspectives.

o Detailed designs of the statue’s posture, facial anatomy, expression, Mudra (hand gesture), and fashion using Photoshop.

3D Artist:

o Develop 3D models of the statue, based on the concept art and sketches, using Zbrush and Maya.

o Use Zbrush and Photoshop to create a mock-up of the completed statue in the environment by adding a lighted background and baking a 2D rendered images.

o Design and determine the right material and the surface finish for the statue.

June 2017-Present
Buh! Gaming (Remote) (Headquarter: Seattle, Washington)

3D Texture Artist (Became the Lead on Dec. 2017)

o Work with the Art Director and the Lead Modeler to paint textures for the characters and environmental assets using Substance Painter, Photoshop, and material editor via Unity.

o Work with high-poly models on Zbrush to create unique skin structure, wrinkle patterns, and scale structure for each character.

o Bake and produce normal and AO maps from high-poly models using Xnormal and built-in baking tool in Substance Painter.

o Develop special effects through creating special texture layers (i.e. glow or transparency) for characters and/or environments that possess special powers (i.e. skin made of hardened lava or items with magical energy) and present the samplers to the Art Director.

o Work with UV maps of given 3D models, as well as unwrap UV maps for unattended models to develop clean canvas for texturing, without risking stretches or distortions on the model's surface.

o Create patterns for repeating textures which are shared amongst architectural components of the environment, while giving each texture varying offsets such as wear and tear in order to prevent unusual repetition within environmental textures.

July 2017- Present
Concept Artist

o Brainstorm, sketch, and paint concept arts for upcoming playable characters and environment using Adobe Photoshop.

o Develop unique styles of character movements or attack patterns based on characters’ personality, history, and biology.

o Create thumbnails and quick sketches to develop the next roster of character or to add contents for the idea banks.

o Choose major colors schemes for characters or environmental assets by testing in a variety of hues and lightings using Adobe Photoshop in order to give each asset different points of observation.

o Work closely with the Art Director and the Story Artists to give life to each sketch and refine blueprints for major environmental assets.

o Clean up and edit rough draft concepts from fellow concept artists. 3D Asset Modeler

Dec. 2017-Present
3D Asset Modeler

o Work with the lead modelers and the concept artist to thoroughly edit and test out character rigs and animations, including but not limited to walk cycles, flight patterns, idle motions, and expressions, using Maya and Unity.

o Work with character modelers to edit characters, including UV mapping & editing, skin weighing, and remodeling certain body parts that require rework.

o Collaborate closely with the environmental concept artists to create 3D models of architectural pieces crucial for the MOBA experience, such as defense towers and core nexus.

o Design and develop furniture, sculptures, and statues that are necessary for detailed gameplay environments using Maya, Substance Painter, Adobe Photoshop, and Unity.

o Assist in developing special effects within certain environmental assets such as portals or fires by creating 3D model of their base or the 2D element of the effects.

June 2018- August 2018
Cinematic Artist

o Work with the Art Director and the Lead Cinematographer to create cut-scenes for 2D cinematic reel for characters that play a major role within the game story using Adobe Photoshop.

o Work with the Lead Marketer to embellish certain cut-scenes to be used as commercial art piece necessary for major advertisements.


March 2016
Academy of Art University (San Francisco, California)
Group Project Lead for the game, Sentinel

o Design overall gameplay, mechanics, and maps necessary for production using Adobe Photoshop and Substance Painter.

o Establish a core art style through initial character and environment sketches and provide references for the art team of the production.

o Work closely with programmers and assistant designers to develop various options to enhance the overall quality of the game.

o Organize, and closely keep track of the production pipeline to establish strict deadlines in order to effectively complete the work in given timeframe.

o Work with assistant designers to develop dialogues necessary for the introduction of the game characters and edit any grammatical errors in order to provide gamers with a clean tutorial element.

May 2016
Lead Concept Artist, Modeler for the game, Siege

o Establish major art style through developing overall concept for the playable character, enemies, and interactive environmental assets for the game.

o Build 3D models of the playable characters, enemies, and interactive environmental assets for the game using Maya.

o Build texture and material settings for the characters and environmental assets based on the established art style and the concept using Adobe Photoshop.

o Brainstorm and work closely with programmers and assistant designers to develop various options to enhance the overall quality of the game.

June 2013- June 2014
Open Art Studio (Vienna, Virginia)
Assistant Instructor, Senior Division

o Assist studio's lead instructor to educate and train pre-college students a fundamental basis of the fine arts.

o Demonstrate and teach the basics of digital painting, using Adobe Photoshop, to students who are interested in digital art forms.

o Counsel and give advice for students who are interested in starting digital art career, by showing examples of popular works and distribute list of sources where they can find and be inspired from digital master works.

o Assist lead instructor and other assistant instructors in cleaning and reorganizing art equipment after the end of every class.

TECHNICAL SKILLS (years of experience | level of expertise)
Software
• Adobe Photoshop (8 Yrs. | Expert)
• Maya (8 Yrs. | Advanced)
• ZBrush (6 Yrs.| Advanced)
• 3DS Max Pro (3 Yrs. | Intermediate)
• Substance Painter (2.5 Yrs. | Advanced)
• Unity (2.5 Yrs. | Advanced)
• Final Cut Pro (2 Yrs. | Intermediate)
• Unreal (1 Yr. | Intermediate)
• Marmoset (0.5 Yrs. | Novice)
• Reallusion C.C (0.5 Yrs. | Novice)

3D Modeling
• Creature Modeling (8.5 Yrs. | Expert)
• Digital Sculpting (8 Yrs. | Expert)
• Character Modeling (6 Yrs. | Advanced)

Digital Painting
• Character & Creatures (9 Yrs. | Expert)
• Line Drawing (6 Yrs. | Advanced)
• Hand-Painted Texture (5 Yrs. | Expert)
• Color Theory (4 Yrs. | Advanced)
• Concepting (3 Yrs. | Advanced)
• Anatomical Drawing (2 Yrs. | Intermediate)

Language
• English (Native) – U.S. Citizen
• Korean (Native)

LINKS:

Buh! Gaming
url: ------------/
Instagram: @buhgaming

Comprehensive Art Portfolio
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