Nick Ward
@nickward
I build polished Unity games, VR experiences, and artist tools that streamline 3D production.
What I'm looking for
I've built immersive games, VR presentations, WebGL outreach experiences, and interactive presentations across Parsons Corporation, Specular Theory, Zynga, and Tempo.
At Tempo, I partnered with VFX artists and engineers to refine projectile effects and optimize the projectile system. I also built editor mods and automation tools that gave artists greater creative control over collection-asset integration, and served as feature lead for a major gameplay addition.
On Zynga's Harry Potter: Puzzles & Spells team, I integrated pets and characters, automated pet and seasonal deployment workflows, and supported Puzzle Pass releases.
My work spans Unity3D, C#, 3D modeling, texturing, rigging, animation, lighting, materials, and cross-platform publishing. I'm always looking to further my knowledge in 3D and interactive fields.
Experience
Work history, roles, and key accomplishments
Technical Artist at Specular Theory, responsible for 3D model development and tool creation.
Partnered with VFX artists to implement and refine projectile effects, while also developing editor mods that gave artists more creative control and flexibility.
Collaborated with engineers to update and optimize the projectile system, ensuring it kept pace with evolving artistic and gameplay needs.
Worked with artists to integrate collection assets (banks, stashes, card backs, carpets, etc.) into
Working on the Harry Potter: Puzzles & Spells team I:
Collaborated with artists and animators to integrate pets and characters into the game, ensuring smooth implementation and visual fidelity.
Designed and delivered an automation tool that streamlined the pet integration pipeline, enabling artists to take full ownership of the process.
Supported the deployment of Puzzle Pass seasons, contributing
Serve as a Technical Artist and oversee all 3D model development.
Coordinate with 3rd party artists to create assets.
Setup light baking, and materials for URP
Use C# to create tools to help speed up setup
Help engineers with mechanical rigging of models
Collaborate with engineers using Git
Prepare and optimize 3D models for use in VR
Model and texture environments, vehicles and other props
Adjus
Lead 3D Artist, Animator, Unity Developer
Jan 2008 - Dec 2021 (13 years 11 months)
Create immersive interactive experiences across games, VR presentations, WebGL public outreach events, and traditional in-person presentations. Serve as the primary Unity developer overseeing end-to-end production, from coordinating with UI designers and 3D artists to building environments, characters, and props, setting up lighting, materials, and cameras, and bringing experiences to life through
Started out creating 3D environments using Lightwave. After the environments were complete I learned how to rig characters using 3D Studio Max and created animations for some of the NPC's.
Started out learning how to rig characters in Lightwave 3D. Then I moved on to learning how to animate those characters as my prime position. Later I would teach myself how to model on and off the job to help create props, environments, or characters. During a re-work of the project I took on storyboarding to help plan out shots more effectively. I also learned how to create motion capture files
Education
Degrees, certifications, and relevant coursework
American Academy of Art
Bachelor's degree in Illustration and Visual Communication, Illustration
1998 - 2002
American Academy of Art
Bachelor's degree, Illustration
1998 - 2002
Pursued a Bachelor's degree in Illustration and Visual Communication, focusing on artistic skills and visual communication.
Availability
Location
Authorized to work in
Portfolio
artstation.com/nickw4rdSocial media
Job categories
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