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Ryan Langdon
Ryan Langdon
3D Artist
San Jose, United States

Summary

I am a 3D generalist with experience in modeling high and low poly, UVing, texturing, rigging, animating, lighting, and rendering in offline and real-time pipelines, with some python
scripting experience as well.

Skills

Rendering3D Animation3D ModelingLightingLow-poly ModelingRiggingTexturingUV MappingHigh-poly Modeling

Software proficiency

3ds Max
3ds Max
After Effects
After Effects
Illustrator
Illustrator
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Marvelous Designer
Marvelous Designer
InDesign
InDesign

Experience

  • R&D Artist at Apple via Contract
    February 2018 - Present

    I have worked off and on with Apple for years creating a library (70k+) of assets for generating synthetic environments for machine learning purposes.

    I design workflows for outsourcing teams, review vendor work, and develop new methods for scaling volume and quality. I work closely with engineers, helping to give them feedback on tool bugs and designing the UI/UX for new tools.

  • Tech Artist at Unity
    August 2020 - February 2021

    Worked on a small team building a library of assets/materials for machine learning. Additionally I helped develop an level in Unity by set dressing a space and setting up logic for vehicles and people to move through it. I optimized the assets and render settings to achieve a target frame time.

  • 3D Artist at Richard Roberts Studio
    March 2018 - April 2018

    This was a small gig for a Disney commercial for the new update to one of their theme parks. I was responsible for modeling several of the key buildings based on concept/miniature reference.

  • 3D Generalist at Heartwood Inc.
    San mateo, United States of America
    August 2017 - September 2017

    I created assets for a training simulator in Unity. Assets ranged from train cars to parts of train car break system parts. I would animate and rig them as necessary, and texture them as high res, photo-real, low poly models. Modeling was done with little to no reference, or with CAD models. Models purchased online were cleaned up, and given LODs.

  • GeoSpecific Modeler at Aechelon Technologies
    San Francisco, United States of America
    June 2016 - June 2017

    I worked on a flight simulator creating low poly environment assets, mainly buildings. I would be assigned a geological location, and given a tight time period to model and texture around 3 LODs, and UV them in Maya. Then I would create day, night, and sensor textures in Photoshop, no higher than 2k resolution. After that I would create the text files to run everything in the custom engine to test it, before uploading for QA.