11
e ao rn 0 ca 9 ma l + cpra a @y h o.com / p a av 7@g ail.co ll + 9 99 600 7 73 i nv m m 1 3

Pranav profile2013

Embed Size (px)

DESCRIPTION

My new profile

Citation preview

Page 1: Pranav profile2013

e

a o

r n0

ca

9

ma l + cpra a @y h o.com / p a av 7@g ail.co ll + 9 99 600 7 7 3

i

n v

mm

1

3

Page 2: Pranav profile2013

tid mult

dt

o

c

Crea ve an i talente artis

with 12+ yearsf experien e in

h cs

U , m

hic

n

game art, grap i de ign, I

otion graps, Typography a d

ge

h w thc

c

am

ds ll

desi n res arci effi ient ommunication nd tea han ling ki s.

M ao

t vy

i i

o d

i ni e

y bility t crea e isuall stunn ng and nn vative es g s prov d

ir

on to mi n

r ght c eative solutis

eet cl e ts requirements.

e

st s

l nr

ib l e

n

Som of my key treng h are p a ning, o gan zing a i itis a d

on

pe ple ma agement skills.

+

+

+

Ga e A t Inte ac DD i Resear h

mr

rf e esign es gn c

est suit d i th foll wi g dis ipli es:

Be n e

o nc n

Page 3: Pranav profile2013

jepro cts

duration

platform PS3, Xbox360, Nintendo Wii and Nintendo 3DS and WiiU

One and half years

client SEGA

responsibilities

team structure

work structure

website http://www.sonicthehedgehog.com/racing/?t=en_US

The Gunpowder Plot

duration

platform PC Downloadable

8 months

client British Broadcasting Corporation (BBC)

responsibilities Was responsible to plan game environment from scratch as per client's guidelines. I had the responsibility to set up art benchmark for other artists in the team. Planned textures and environments so as to bring up the feel which resembles 16th century London. The work was highly appreciated by BBC.

team structure Our India team consisted of 7 artists who included 1 team lead 2 quality assurance leads (including me) and 4 other artists.

work structure Leads were responsible for client communication and art planning. I had to transfer information I got from leads in UK to my team mates. We had to continuously check game in engine for fixes and final result.

website http://www.bbc.co.uk/doctorwho/dw/theadventuregames/thegunpowderplot

Game level modeling and texturing. Was responsible to create block model to understand the game play and then final modeling and texturing as per concepts developed. Also responsible for console conversion and LOD creation. Most challenging work is to create game art for Nintendo 3DS, its new hand held console for 3D game experience.

India team consisted of 25 Artists. I was one of the senior artists in the team. worked on game level environment modeling and related art assets creation for the new level. I was interacting with UK leads whenever needed.

We were provided guidelines from UK and worked accordingly. We could then chat with them to clarify any doubts. We had dev kits to check final game output and for corrections.

Page 4: Pranav profile2013

duration

platform PC

Two and half months

client Nickelodeon

responsibilities Created game environment using toon shaders along with game icons. Done couple of different DORA action poses with 2D render output for PC base game requirement. Models were high poly. The idea was to create a 2D looking game in 3D.I was working as a lead environment artist.

team structure 6 Artists including 1 lead.

work structure We had to communicate with our lead for information regarding work. Which then in turn I used to get environments done from 2 other artist working with me.

website http://www.nickjr.com/games/dora-the-explorer/adventure/all-ages/index.jhtml

duration

platform Nintendo Wii

5 months

client EA

responsibilities Charm Girls Club Pajama Party for Wii is packed with over 30+ Mini-Game. You can create your charm Girls and team up with 7 friends. My role was to create model and texture for different outfits, hairstyle, shoe and accessories for Charm Girls avatar. I was working as a senior artist in the team.

team structure 12 Artists including lead.

work structure game assets according to concept provided from client.

website http://www.ea.com/cgc-pajama-party

Page 5: Pranav profile2013

duration

platform PS3, Xbox360, Nintendo Wii, PC

1 year

client SEGA

responsibilities High quality 3D asset creation with enhanced realistic look from previous version of the tennis game. It's including Stadium environment assets, player costumes, trophy design and Mini Game assets. I was working as a senior artist in this project.

team structure 10 Artists in India studio including 1 Lead, 4 senior artists and 5 junior artists.

work structure Lead and seniors were responsible for main assets like player costumes and stadium environments and also senior artist had to mentor junior artists. I worked for almost every 3D art aspect of the game.

website http://www.sega.com/games/virtua-tennis-2009

duration

platform PS3, Xbox360, Nintendo Wii and Nintendo DS

2 years

client SEGA

responsibilities Game level modeling and texturing. Was responsible to create block model to understand the game play and then final modeling and texturing as per concepts developed. Also responsible for console conversion and LOD creation.

team structure India team consisted of 20 Artists. I was one of the senior artists in the team. I worked on level environment modeling for House of the dead, sonic sea side hill, Jet Set Radio and Billy Hatcher. I communicated with UK leads whenever needed.

work structure We were provided guidelines from UK and worked accordingly. We could then chat with them to clarify any doubts. We had dev kits to check final game output and for corrections.

website http://www.sega.com/sonicracing/

Page 6: Pranav profile2013

duration

platform Nintendo Wii, Nintendo DS

4 months

client Harmonix

responsibilities Low poly character model creation along with costumes, music instruments and sets and conversion of rock band3 game for Wii and DS platform. I was working as Senior Artist for this game. After this project was over I created DS asset creation guide to be used for other DS projects in future.

team structure India Team consisted of 8 Artists including 1 lead. Lead communicated with client.

work structure We had to take up assets form Wii version and reduce mesh and make changes to textures so that it looks good in DS. This project had a lot of technical challenges as we had to make sure that the game does not lose its original feel and though it was converted from a higher platform to lower.

website http://www.rockband.com/games/rb3

duration

platform PS3, Xbox360 And PC

1 years

client Codemasters

responsibilities Modeled and textured track environment, track side buildings, objects and car liveries. Also responsible for conversion and assembling of different platforms of the game. Did Car interior texturing. I was working as an 3d artist on this project.

team structure This project included 30 people including Leads.

work structure This was an outsource project so we got specific guidelines from the client accordingly we proceeded with environment and asset creation.

website http://www.codemasters.com/uk/dirt_uk/ps3/info/

Page 7: Pranav profile2013

duration

platform Tablet and touch phones

One and half months

client Ardor

responsibilities Conceptual design & development of Game interface design. Overall art for the game, QA and client communication.

team structure Myself

work structure Overall UI, Art and communication was managed by me.

website http://itunes.apple.com/us/app/hue-shapes/id520474605?mt=8

duration

platform Online PC

One and half years

client Las Vegas Casino

responsibilities Conceptual design & development of Game interface design, Website and motion ad banner for online Las Vegas casino games.

team structure Artists who were all directly communicating with client.

work structure We had to create UI concepts based on various themes from scratch and then get it approved form UK client. After approval we used to create final output with help of both 2D and 3D Art.

website http://www.lasvegascasinos.com/

duration

platform website

One and half months

client Mikah Eyewear

responsibilities Art direction and conceptual design for eyewear website. Visualized each brand introductory shot. Introduction presentation and multi brand eyewear gallery. I enjoyed this project a lot because of the amount of creative freedom I had.

team structure Leading a project with 5 Artists.

work structure I had to communicate with the client to know their requirement and accordingly coordinated with my team to get the desired result.

website http://www.mikaheyewear.com/mikaheyewear/index.htm

MIKAH EYEWEAR

duration

platform PC

Two and half months

client Tyco

responsibilities Created interface design for internal virtual training purpose.

team structure Two Artists who were all directly communicating with client

work structure Had to create UI according to clients requirements.

website http://www.tyco.com/wps/wcm/connect/tyco+who+we+are/Who+We+Are/Overview/

Page 8: Pranav profile2013

Organization + Wipro Technologies (Game Development Division) Hyderabad, India Designation + Module LeaderTenure + Dec 2007 to June 2008

Organization + Aurona Technologies (Gaming Co.) Hyderabad, India Designation + 3D Game Artist Tenure + June 2006 to Dec 2007

Organization + Rediff Business Solution (Web Development Co.) Surat, India Designation + Sr. VisualizerTenure + Oct 2005 to April 2006

Organization + Jivanta Interactive Technology (Gaming Co.) Bangalore, India Designation + 3D Game Artist Tenure + Dec 2004 to Aug 2005

Organization + MagCom Internet (Gaming Co.) Bangalore, India Designation + Game Interface Designer Tenure + Apr 2003 to Oct 2004

Organization + DotInfosys (Web Development Company) Surat, India Designation + Team Leader (Multimedia Group)Tenure + May 1998 to August 2002

Organization + Soi-Archer (Advertising Agency) Ahmedabad, India Designation + Jr. Visualizer Tenure + July 1996 to April 1998

professional experiencesOrganization + Sumo-India (A division of Foundation 9 Entertainment), Pune, India Designation + Sr, Artist Tenure + June 2008 till date

Page 9: Pranav profile2013

Vector & Raster software

Adobe Illustrator, Corel Draw, Adobe Photoshop

Animation & Interactive software

Unity3d, Adobe Flash, very basic knowledge of HTML coding

3Dimentional software

Autodesk Maya, Autodesk 3DStudio Max, Zbrush

Featured in Surabhi television program for writing all the English alphabets and Loard Ganesh line drawing on single rice grains.

software skills

education

achievement

QualificationDiploma in Applied Art (10+5 yr, with special subject of Typography) with First Class in the year 1996 from B.A. Maheta Kala MahaVidhyalaya, Gujarat, India

TechnicalProfessional course in Advanced 3D Studio Max from Abacus School of Visual Effects, Bangalore, India

WorkshopVisual communication from NID, Ahmedabad, India

Page 10: Pranav profile2013

name

relationship

native place

correspondent address

linkedin profile

pranav suresh chandra calcuttawala

married

surat, gujrat, india

c-15, samarth vihar, opp, sairaj residency, krishna chowk, new sangavi, pune - 411 027 maharastra , india

http://in.linkedin.com/in/pranav07

personal information

referenceBrian McAulifee Producer at Foundation 9 Entertainment (Details will be provided if requested)

Amol Gurwara Head of Operations (INDIA) at Electronic Arts Mobile (Details will be provided if requested)

Sourav Sagar Panda Art Lead at Sourcebites Technologies (Details will be provided if requested)

Page 11: Pranav profile2013

All the contents and the copyright game logos, which are used in profile is for information purpose only.

thank you