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Jarrod Hahn
Jarrod Hahn
3D Modeling and Illustration
San Diego, United States of America

Summary

Jarrod is a 3D Artist with over a decade of experience in 3D modeling and texturing seeking to join a successful video game studio. He has a strong background in game design, 3D rendering, and architectural visualization. He is a United States Army veteran with multiple awards and commendations earned while serving overseas.

Education:

BACHELOR OF SCIENCE | THE ART INSTITUTE OF CALIFORNIA – SAN DIEGO | DECEMBER 2014

 Major: Media Arts & Animation
 Related coursework: Focused on developing assets for game production. Worked on multiple projects in school preparing props and characters for use in Unity and UE4 game engines

Relevant Skills:

 Development of in-game assets across multiple software packages in the game development pipeline
 Solid modeling in 3DS Max and Maya
 UV Layout in 3DS Max, Maya, and Headus UV for more complex models
 Organic and Hard Surface high-poly sculpting in Zbrush or Mudbox
 Initial baking of: Normal, Albedo, Displacement, Ambient Occlusion, Cavity, Gloss, and Specular Maps in XNormal and Topogun
 Baking of maps in 3DS Max/Maya (if required)
 Normal Map Detailing in Quixel Suite NDO
 PBR-Based Final of Albedo, Gloss, Normal, and Specular Maps(or variations of those maps) for use in game engine shaders in Quixel Suite DDO
 Implementation of PBR Maps into shaders for Unity, Unreal Engine 4, Marmoset Toolbag 2 and other similar game engines.

Experience:

ANIMATION DEV ASSISTANT | ROCKSTAR SAN DIEGO | JANUARY 2016 – JULY 2016

 For In-Game Animation and Motion Capture:

o Used proprietary software to update art changes in-game to ensure that animators and motion capture technicians were animating/shooting to most current version of in-game geometry.
o Conversion of props developed in 3DS max for use in Motion Capture shoots and MotionBuilder animation files.
o Populated online motion capture production tracker with correct props, sets, skeletons and character models.
o Produced weekly reports that highlighted all the achievements of the in-game animation department.

 For Audio Department:

o Exported renders of in-game animation from MotionBuilder so that voice actors were able to visualize what actions their characters were making.
o Added dialogue timing markers to MotionBuildier renders in After Effects so that voice actors knew when to begin their lines.
o Revised and updated database of all in-game dialogue in Excel to match the dialogue and actions in the approved game documents.
Jarrod M. Hahn | San Diego, CA | 760.420.4156 | contact@jarrodhahn.com
o Created tracking sheets in Excel to easily track completion of in-game audio recording sessions.
o Assigned dialogue timing and voices to in-game animation files to trigger correct dialogue at the proper time of player interaction.

 For Production:

o Revised and heavily edited bug dependencies and blockers to ensure that developers could see current and outstanding bugs.
o Updated bugs with revised pipeline standards to ensure tasks were completed in the correct order.
o Tracked and managed current list of outstanding motion capture request bugs
o Recorded and edited in-game videos for managers and executives to easily view the current state of the game.

3D ARTIST | MAGNIFI GROUP INC. | MARCH 2015 – NOVEMBER 2015

 Responsible for modeling, texturing, animating and rendering accurate 3D models of surgical equipment and human anatomy.
 Introduced the use of the Unreal 4 video game engine for the purposes of training surgeons on the proper uses of Heart, Brain, and Spinal Surgical Equipment
 Produced .obj models of surgical equipment for Java based 3D web applications
 Created reference library of human anatomy .fbx models for easy reference by other artists including Skeletal, Muscular, Organ, and Nervous systems
 Edited promotional videos for surgical equipment in Adobe After Effects

3D VISUALIZATION ARTIST | RQ CONSTRUCTION | NOVEMBER 2008 – SEPTEMBER 2010

 Converted 2D architectural plans and Revit models into 3DS Max format
 Added V-ray Materials and HDR based lighting to models in 3DS Max, and produced high resolution renders of proposed projects.
 Touched up images in Photoshop for use in Government and Commercial RFP response proposals.

Skills

3D ModelingTexture BakingGame DevelopmentGame DesignMedical Illustration

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Mudbox
Mudbox
Photoshop
Photoshop
xNormal
xNormal
TopoGun
TopoGun
Quixel Suite
Quixel Suite
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Unreal Engine
Unreal Engine
Illustrator
Illustrator
Premiere
Premiere
After Effects
After Effects

Productions

  • 16981
    • Video Game
      Red Dead Redemption 2
    • Year
      2017
    • Role
      Animation Dev Assistant
    • Company
      Rockstar San Diego
  • Socom   u.s. navy seals coverart
    • Video Game
      Socom: U.S. NAvy SEALs
    • Year
      2002
    • Role
      Quality Assurance Tester
    • Company
      Sony Computer Entertainment America (SCEA)
  • Twisted metal black
    • Video Game
      Twisted Metal: Black
    • Year
      2001
    • Role
      Quality Assurance
    • Company
      Sony Computer Entertainment America(SCEA)