Shora Farahani - Resume Jul2023

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Shora Farahani

Los Angeles, CA 415-244-3459


Online Portfolio | ArtStation Portfolio

SKILLS & SOFTWARE


▪ 3ds max (+plugins), Maya, Blender ▪ Mental Ray (IRay), VRay, Arnold
▪ ZBrush, Substance Painter/Designer ▪ Motion Capture experience: Phasespace, Endorphin,
▪ Unreal4, Radiant (COD level editor), Unity Movimento (facial rig/capture)
▪ Fusion, Photoshop, Premiere, Final Cut

PROFESSIONAL EXPERIENCE
Ghost Story Games | Take2, Westwood, MA 2020 – Current
Senior Level Artist (Remote - started PreCovid)
Judas (single-player; Ps5/Xbox X/PC)
▪ Serving as lead level architect in creating/designing environments for this unique title with multitudes of layers of complexity
from concept to the final polish phase with strong focus on environmental storytelling and narrative
▪ Creating a variety of exemplar levels for establishing the look of the game and resolving all the incoming issues in the process.
▪ Creating documentation and guidance for the rest of the team (inhouse and multiple outsourcing studios) with regards to all the
level building updates/techniques; reviewing all the upcoming work to make sure the quality of the entire game stays consistent.
▪ Working closely with Creative direction, Art direction, Engineering and Design to solve variety of puzzles/issues emanating from
the unique nature of the title and level mechanics
▪ Taking ownership of all the modeling, Texturing and Shaders in the game by either tackling the task myself or directing/guiding 4
external outsourcing teams (reviewing about 15-20 assets on a daily basis)
▪ Being involved with technical Art, Lighting, Composition and atmosphere

Tangent Games, Burbank, CA 2019 – 2019


Lead Environment Artist
Cancelled “Google Stadia” Title (single-player; TBA)
▪ Establishing and creating the entire art pipeline for a procedurally generated game with AAA quality on Unreal4
▪ Creating the entire shader/material network which can support such high quality extended for the proceduralism
▪ Supervising and integrating outsourced assets into the pipeline

Naughty Dog | Sony, Santa Monica, CA 2019 – 2019


Environment Artist - Modeling (6-month Contract via Yoh)
Last of Us - Part 2 (single-player; PS4)
▪ Model realistic looking 3D environments, based off an idea/concept or real-world references
▪ Worked closely with Art direction and Level Design as a team to plan and execute the creation of a level
▪ Introduce the team to new ideas with regards to large scale destruction

Pocket Gems, San Francisco, CA 2017 – 2018


Associate Principal Artist (Studio Layoff - Project Cancelled)
▪ Working with Art Director on establishing the look for the next evolution of “Episodes”
▪ Creating new PBR pipeline to be used in conjunction with proprietary 3D engine and documenting the workflow
▪ Establishing the look of Episode backgrounds in 3D space and communicating with outsourcing for re-paints

Outward Inc, San Jose, CA 2015 – 2017


Senior Creative/Lead Artist
▪ Leading the Pilot team of a growing start-up (eventually sold to William Sonoma Inc for $112 mil) in creating outstanding/lifelike
3D representation of real world objects and scenes for various presentation formats (image/video) for variety of clients each
with their own unique set of challenges
▪ AR (Google Tango)/VR asset optimizations and integration in Unity
▪ Provided mentorship and artistic guidance to 3D production artists based on the initial workflow established on Pilots
Sledgehammer Games| Activision, Foster City, CA 2013 – 2015
Environment Artist (Studio Layoff - Project Ended)
Call of Duty: Advanced Warfare + DLC1, DLC2 (single-player/multiplayer; PC, PS3, PS4, Xbox360, Xbox One)
▪ Model, texture, and light realistic looking 3D environments, based off an idea/concept or real-world references
▪ Worked closely with Art direction and Level Design as a team to plan and execute the creation of a level
▪ Developing PBR shaders for next-gen systems (Call of Duty: Advanced Warfare)
▪ Provided mentorship and artistic guidance to other artists
▪ Optimized the levels (memory and texture limitations, streaming, visibility, etc.)

Raven Software | Activision, Madison, WI 2011 – 2013


Mid Environment Artist (Transferred to Sledgehammer)
Call of Duty: Modern Warfare 3 + DLC1, DLC2, DLC4 , single-player/multiplayer (PS3, Xbox360, PC, Wii)
Call of Duty: Black Ops2, multiplayer (PS3, Xbox360, WiiU, PC)
Call of Duty: Ghosts, multiplayer (PS4, PS3, XboxOne, Xbox360, WiiU, PC)
▪ Model, texture, and light realistic looking 3D environments, based off an idea/concept or real-world references
▪ Worked closely with Art direction and Level Design as a team to plan and execute the creation of a level
▪ Optimized the levels (memory and texture limitations, streaming, visibility, etc.)

Freelance (Variety of Studios) 2002 – 2023


(Jr to Lead) 3d Artist
▪ Worked on various projects (live action/CG-animated/Music Video/Architectural/Games)
▪ Some of the studios worked with: Studio Linguini, Halon Entertainment, Adobe, Brud, IPSoft, Cinematico, PXL/Clickboom

PERSONAL PROJECTS
Director/Lead Artist 2006 – 2010
Parallel Lines – Runaway (Short Film)
▪ A short I made for Philips TV Parallel Lines competition through Ridley Scott associated agency
Iceshed (Short Film)
▪ A 13-minute full-CG short film based on my own script through every stage of production (previz, modeling, texturing,
animation, mocap, VFX, compositing, editing, sound design)

EDUCATION
Academy of Arts University, San Francisco, CA 2006 – 2009
▪ MFA of 3D Animation and Visual Effects

Amir Kabir Polytechnic University, Tehran/Iran 2004 – 2006


▪ MS of Multimedia Systems in IT (Unfinished)

National University of Iran (Shahid Beheshti University), Tehran/Iran 2000 – 2004


▪ BS of Computer Software Engineering

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