Resume

NATHANIEL HUBBELL  –  VFX ARTIST

Seattle, WA   |      |   nathanielhubbell.com


SUMMARY

I am a 3D artist specializing in visual effects, with a broad background in character animation and modeling. Over the past twelve years I have worked on 24 published games for console, handheld, and mobile platforms. User experience is my top priority – I focus on deepening players’ engagement at every level, whether that’s through core gameplay, cutscenes, or UI. In terms of art style I am equally passionate about realistic and stylized projects. I am adept at cross-discipline collaboration, troubleshooting, mentoring, and learning new tools on the fly.


PROFESSIONAL EXPERIENCE

ArenaNet:  VFX Artist, 2017-Present

  • Created VFX for an unannounced project
  • Worked closely with Design to refine how VFX were messaging gameplay

Wargaming Seattle:  VFX Artist, 2016-2017

  • Created VFX for an unannounced AAA project

Glu Mobile:  Senior VFX Artist (mobile), 2015-2016   |   VFX Artist, 2011-2014

  • Created VFX for mobile games, including combat FX, environmental FX, and UI feedback
  • Serviced all in-studio projects at once, including prototype and live ops teams
  • Coordinated with Art, UX, and Design leads to determine VFX art direction on each game
  • Collaborated with engineers to develop new tools/extensions for the art department
  • Set up and maintained an asset library for sharing VFX art between projects
  • Documented the VFX pipeline through videos, live training sessions, and written guides
  • Produced intro cinematics from concept to completion

Griptonite Games:  Animator, VFX Artist, and 3D Generalist, 2007 – 2011

  • Character animation and VFX for clients such as EA, Activision, Disney Interactive, THQ
  • Provided additional support with modeling, rigging, and basic UI art
  • Worked with engineers to establish an updated VFX pipeline for in-house game engines
  • Created promotional videos, including pitches for prospective clients and studio reels
  • Ran and organized studio-wide animation critique meetings

SKILLS

Core competency: particle systems, volumetric simulations, texture painting, node-based shader authoring, character animation, modeling, cinematics, 2D sprite animation

Software: Unity, Maya, FumeFX, Houdini, 3DS Max, Photoshop, After Effects, Shader Forge, Premiere, Perforce, JIRA, Confluence, multiple proprietary VFX engines

Other skills: lighting, storyboarding and previz, basic UI art, basic concept art, video editing, compositing, UA/marketing art


PUBLISHED TITLES

GLU MOBILE (iOS / ANDROID):

  • Deer Hunter 2016 (Current name: Deer Hunter 2018)
  • Deer Hunter 2014 (Current name: Deer Hunter Classic)
  • Britney Spears: American Dream
  • Sniper X with Jason Statham
  • Dino Hunter, Deadly Shores
  • Amazing Battle Creatures
  • Defenders and Dragons
  • Samurai vs. Zombies Defense 2
  • Tons of Guns
  • Enchant U
  • Dragon Storm
  • Gears & Guts

GRIPTONITE GAMES (CONSOLE):

  • Marvel Super Hero Squad: Comic Combat – PS3, Xbox 360
  • Green Lantern: Rise of the Manhunters – Wii

GRIPTONITE GAMES (HANDHELD):

  • Assassin’s Creed: Bloodlines – PSP
  • Marvel Super Hero Squad: The Infinity Gauntlet – 3DS
  • Green Lantern: Rise of the Manhunters – DS, 3DS
  • Captain America: Super Soldier – DS
  • Kung Fu Panda 2 – DS
  • Percy Jackson and the Olympians: The Lightning Thief – DS
  • The Princess and the Frog – DS
  • X-Men Origins: Wolverine – DS
  • High School Musical 3: Senior Year – DS
  • Spore Creatures – DS

EDUCATION

BFA in Film and Animation, Rochester Institute of Technology, 2002-2006

Coursework: 3D animation, modeling, digital cinematography, character design and vis dev, storyboarding and previz, editing, audio recording/editing

  • RIT Presidential Scholarship recipient
  • RIT Outstanding Undergraduate Scholar, 2006
  • Chester W. Brinks Film Scholarship recipient, 2005
  • Region 3 Semi-Finalist, Student Academy Awards, 2007 (for “Pygmalion Dreams”)