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Thomas Kurylo
Thomas Kurylo
3D Artist and game/app developer.
Orlando, United States

Summary



FORTE
In-depth knowledge of today's game engines as well as their performance considerations (Unreal Engine and Unity3d)
Modeling (High/Low Resolution)
Animation and Motion Capture
Rigging
UV Layout
Texture Painting
Modular Development Workflow
Photogrammetry
Physically Based Rendering Workflow
Metahumans
Material/Shader Creation
Skinning and Rigging

SKILLS
Maya
3DSMax
Zbrush
Photoshop
Premiere
After Effects
Illustrator
Crazybump
xNormal
Substance Painter/Designer/Sampler
P4V Perforce (Revision control)
Niagara
Perception Neuron (Motion Capture Suit)
LiveLink (motion capture)
Unreal Engine 4 / 5
Unity3D
Source Engine
Unreal programming (C++ / Blueprint / Animation Blueprint)
Unity3D Programming (C#)
Stable-Diffusion (AI Image/Texture Generation)

EMPLOYMENT HISTORY
SSE, Inc. March 2022 – December 2022
3D Artist
HFDT (Unreal Engine – PC)
Created 2D and 3D art assets for use in real-time simulations.
Generated large-scale detailed terrains and structures from real life locations and incorporated them into Unreal Engine 4 projects.
Built aircraft components using high-poly meshes from CAD data and photograph reference in Unreal 4.
Supported 3D maintenance trainers for B-52, 737 Max 10, 787, 777.

Environmental Tectonics Corp June 2014 – March 2022
Technical Artist
ADMS (Open Scene Graph – PC)
Created 2D and 3D art assets for use in real-time simulations.
Helped advance the engine and pipeline to incorporate modern day PBR graphics and lighting.
Built many locations and vehicles for rescue scenarios.
Rigged and animated 3D characters.
Designed shaders for use within the pipeline.
Lit and shaded environments with proper performance considerations.
Worked on ADMS virtual reality simulation platform that presents real-world situations for training purposes.

JHT, Inc. April 2013 – March 2014
3D Artist
Created 3D and 2D assets, UV maps, textures, and generated line art for use in military tech manuals.
Modeled 3D components from photographic reference in 3D and set them up for rendering.

The Harrington Group October 2008 - August 2012
Technical Artist
Created 3D and 2D assets, rigged and animated models, created textures.
Built 3D aircraft and components. Animated maintenance trainers.
C# programming to prototype ideas in Unity3D.
Led projects, created art pipelines, and served as go-between for programmers and artists.

iPresent Solutions September 2009 - July 2011
Project Lead / Technical Artist
iPresent (Unity3D – PC, Mac, Android, IOS)
Planned and lead a team in development of medical applications.
Functioned as a Project Lead, Technical Artist, and Programmer.
Modeled, UV mapped, textured, rigged, animated, and setup scenes in Unity3D Engine.
Implemented all art assets into game engine.
Planned all features and implemented programming and art.
Programmed in C# to create fast prototypes and final products in Unity3D.
Implemented UI for medical applications using Unity3D, Maya, and Photoshop.
Designed and implemented artwork such as characters and scene props using Zbrush, Maya, Photoshop, and Unity3D.

Rimline September 2006 - November 2006
3D Artist (Contract)
Created 3D characters and art assets for military simulation future soldier training software under a strict schedule.

EDUCATION
Full Sail University 2002 – 2004
AS, Computer Science & Animation

INDIE GAME DEVELOPMENT
Unannounced Title (Unreal Engine 5 – PC) October 2020 – current
Technical Artist
Model, texture, rig, and animate all characters, props, and modular components.
Create custom materials to create low draw call and highly customizable environments. This is done by using a combination of vertex color, custom primitive data, and nanite.
Programming using C++ and Blueprint in unreal.
Create particle effects using Niagara.
Created motion captured sequences using Live Link iPhone and Perception Neuron mocap.
Design and plan every aspect of the project.

Precision Fit Trainer (Unity3D – IOS, Android) September 2013 – March 2014
Technical Artist and Programmer
Modeled and rigged full muscular and skeletal system.
Animated 3D character to do hundreds of exercises.
Programmed 3D portion of the app using C# in Unity3d.

Skills

3D Modeling

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Premiere
Premiere
Substance 3D Sampler
Substance 3D Sampler