
Richard Hall
Arts / Entertainment / Publishing
Services offered
I'm Richard Hall, a technical 3D artist with several years of experience in Adobe software like Photoshop and Premiere Pro. I am well acquainted with Hard Surface modelling within 3D Studio Max. I am knowledgeable about PBR texturing in Substance Painter. I've been a project lead working proficiently within a simulated professional workflow environment. I'm super excited to see my skills utilized within an industry that I am very passionate about and to see how far I can perpetuate my work and social skills.
Experience
I am capable of managing and developing designs that would be incorporated into 3D assets for PBR texturing like Alphas and Decals. I would also create environmental concepts to demonstrate a clear vision of the visual style and aesthetic of the game In conjunction with working on several projects, with the help of concept artists I designed and helped build environments within Unreal Engine 4 to create environments for a game. In charge of a team of 6 to develop a game starting from the initial pre-production phases through an agile workflow process all the way to post-production covering several sprint dates. I have been working freelance modelling 3D assets for my Artstation portfolio, designing and compositing in Photoshop and PBR Texturing, and familiarising myself with industry-standard software while improving my in-depth knowledge of the industry.
Education
I learned the traditional game design practices and methodologies and gained experience within industry-standard software such as 3Ds Max, UE4 and Substance Painter as well as other critical software skills relative to adjacent career opportunities. The work I produced during the course allowed me to experience an Agile workflow which included several sprints to complete a handful of projects. For the bulk of these projects, I was mainly Modelling, Unwrapping and Texturing to produce environmental structures, props, weapons and interactable vehicles that necessitated optimised modelling techniques.