Jennifer Oliveira
Look Development @The Coalition Studio
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WORK HISTORY
Look Development @The Coalition Studio
Responsible for creation of smart material, tilling textures, tools,filters, generators and masks for internal Library-Help with troubleshooting involving texture behavior, shader, light for better look development-Organization of material and asset library of the art Department-Support and mentor junior and mid throughout the texture/surface or shader creation for best results by aligning the overall quality of assets in the composition-Work closely with other departments to assist with feature specification development aligning with end-user needs, from maps, GI, Material Quality, shadows, and behavior-Work in partnership with technical artist with creation of shaders, tools and optimization-Work closely with Level Artists on final look and polish levels for best visual quality in scene align with Art Direction\'s vision-Creating Hi-res realistic surfaces and materials respecting other functionalities constrains and optimizations needed-Creating documentation for usage of tools, best practices or solutions cross department and Environment art team.
EDUCATION
CCAA
Língua Inglesa
Prepara Cursos Profissionalizantes
3DS MAX
Cetep/LN
Técnico, Construção Civil
Prepara Cursos Profissionalizantes
AutoCAD
Colégio São Francisco- COC
Segundo Grau
ABOUT JENNIFER OLIVEIRA
Hello, my name is Jennifer. I currently work at The Coalition. I worked as a technical responsible in civil construction and architecture, and with the studies I met the world of 3D, and for 11 years I have been dedicated only to that. I\'ve been working with images for architecture and advertising for a long time, but I\'ve always been passionate about games, so I focused all my free time in studies to enter the gaming industry.During that period, I worked for companies like, Globo Television, Silversea Cruises Monaco, Firegrader Norway, Clx Europe and Lighfarm Brazil.My work was focused directly on the production of low poly modular assets for environment and the creation of cars for the game Heavy Metal Machines as well as textures, finding my place as an environment artist. Going through these different workflows gave me perspective of fundamentals, comp, light, shape, Gestalt. The background of architecture helped a lot in this discovery as well. Help with troubleshooting involving texture behavior, shader, light for better lookdevelopment, pipeline organization process for each given scene type, asset construction depending on the purpose of the feature, organization of material and asset library of the art sector and others.For having generalist experience, I learned a lot of the process and how important it is for each sector, you have an idea of everything to be able to do a great job, keep the work flow good and without backing up so many times.I love what I do. I know you hear that a lot but i dont just love it, i respect the process to get to the end of the development.What I think is the most beautiful of it all is to see a big title in wich everyone has a great importance and that we all are litke little ants working for something bigger. It\'s so fun to be an artist, but it involves a huge responsability.It made me see how professional and responsible you have to be to solve problems and how much partner do you have to be in a team work for the success of a project.
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