Bio

DEMIS TREVISSON
3D graphic artist


Professional Profile

I possess a deep understanding of how to utilize technology and years of experience, in order to deliver high and fast level of work.
I am accustomed to performing in deadline-driven environments with an emphasis on working, always ready to learn new working pipelines. Furthermore, I have a proven ability to manage large scale projects.
By the time I become an highly creative and multitalented Senior Graphic Artist with extensive experience including strong hands-on technical skills:

● Maya, since the first release in 1998
● Photoshop, since 1994
● Software applications including Indesign from 2004
● Highly skilled in hand drawing with any support
● Exceptional knowledge of human anatomy which I translate easily to 3D characters used in games or video production.
● Extensive knowledge on textures and producing of same.
● UW mapping
● Face/body rigging
● Architecture
▪ photo realistic rendering based on blue prints or conceptual ideas of interior and exterior architecture
▪ pre-visualization with photo realistic rendering of blue prints or conceptual ideas, inserted into pictures taken from real
world locations where the architectural build will occur.
▪ Landscape architecture
● Industrial Design:
▪ photo realistic rendering based on blue prints or conceptual ideas of any object e.g. cars, furniture, phones, sunglasses,
etc.
● Low Poly models for games:
▪ realisation of any kind of models for 3D games complete with texturing and where necessary rigging e.g. humans,
monsters, animals, cars, levels, plants, etc.
● Hi quality models:
▪ realisation of any kind of models for television production or any other presentations in general.
▪ Complete texturing and where necessary, rigging e.g. humans, monsters, animals, cars, etc.
● Animations:
▪ humans, television spots, film industry, architectures presentations or presentations of any thing in general
● Renderings:
▪ hi quality renderings in photo realistic realization or any other kind of style
● Publishing:
▪ realization of magazines, posters, flyers. In fact, any sort of printed advertisement.
● Photo Retouching:
▪ adjustment, mixing, modify, retouch etc. etc. of any sort of pictur
es


_________________________________________________________________________________________________

Technical Skills

Software_ Maya, 3dsMax, Mentalray, Vray, Final Render, Zbrush, Mudbux, Photoshop, Indesign, Premiere, After Effect

Operating System_ Microsoft Windows, Mac OS, SGI OS

Graphics_ 3D graphic for games, High/Low level characters and veicles models, 3D enviroments, 3D architectural presentation, graphic design, industrial design, video presentation, television advertisements, project implementations

_________________________________________________________________________________________________

Education

1998 - 1993
Art School Leaving Certificate at Liceo Artistico "Leonardo da Vinci", Belluno, Italy
Section "Anatomy"
● First 2 years course with architectural and anatomy studies, human drawing, sculpting, learning and understanding of all the various painting and sculpting techniques.
● Second 2 years I choose anatomy studies in depth e.g. human muscles and bones names and behaviors, in depth dynamic human drawing and sculpting

1999
Alias/Wavefront Maya at “Dark Side”, Verona, Italy

Course Level 1 Certificate
● Learnt in depth all the features present in Maya (Unlimited by that time), poly, nurbs and subdivision surface modelling, UV mapping, rendering, animation, rigging, dynamic and MEL scripting, lately specialized in human and veicles modelling, rigging, texturing and animation.

1996
Alias Power Animator at “Alias”, Milan, Italy
Base Course
● Learnt the packet features present at the time in the Alias program a.k.a. Power Animator,
course pointed to teach me nurbs modelling and rendering for industrial design purpose.


_________________________________________________________________________________________________


Professional Experience

Jul 09 - Feb 10
FRAME STUDIO
3D Lead Artist
● 3D lead artist for an in development nexgen game for XBox live, PS3 Network and Wii online. I also covered all the 3D technicals problems presents in the implementation of our graphic in the new 3D game engine we had at the time, by following all my team mates and helping them with all the various technical issues they had to be able to reach the time schedule.

Jul 08 - Dec 08
BLUEGARAGE COMPANY

3D Lead Artist
● Developing architectural 3D images, industrial design, high resolution characters for real time in Maya

FRAME STUDIO

3D Senior Artist Consultant
● Gaming demonstrations for Nintendo DS, Nintendo Wii and PC.

Jul 07
TAFE GALLERY, LONDON

3D Artist
● Made a picture of Tony Tough in a Rake’s Progress, which was eposed in the famous Tafe gallery of london
http://farfetch.intrepid.cx/~ttsite/index.html


Oct 04 - Jun 06
ANACONDA, DTP ENTERTAINMENT AG

3D Lead Artist
● lead 3D artist in characters and backgrounds, where I made all the characters presents in the game and the rendering of the external backgrounds locations in 3 different day lights and weather conditions for the adventure game Tony Tough in a Rake’s Progress

Aug 03 - Oct 03
PROGRAPH COMPANY

3D Artist
● Animator, lighting and rendering for all the additionals full motions in the adventure game Prezzemelo in ‘Una giornata da incubo’

Dec 01 - Aug 03
REVOLUTION COMPANY

Lead 3D Characters Artist
● I lead the characters section in the adventure game Broken Sword 3 ‘the sleeping dragon’ where I modelled, UV mapped, textured and rigged almost all the charatrers present in the game, artistically and technically direct the rest of them, I also contribute in the real time full motion section with few animations and also the process of exporting and debugging for the PS2 and XBox section

Feb 98 - Oct 01
PROGRAPH COMPANY

Lead 3D Characters Artist
● I lead the characters section by design, modelling, texturing and rigging, then later on animated with a Vicon 8 Motion Capture System which i also was the technical responsible, I used it to capture all the real time animations present in game and also for the full motions. I did contribute in makeing the additional full motions and help my team mates to compleate the levels, props, veicles and mechs and sometime scripting the events present in the game to reach the time schedules in time.

PROGRAPH COMPANY
3D Artist
● I contribute in makeing some of the additional full motions in the adventure game Tony Tough

Jan 94 - Jan 98
FREELANCE

3D Artist
● Designer in Architectural 3D images, industrial design and animations with Alias Power Animator, Wavefront Explorer, 3DStudio Max, Rhino 3D, Texture and retouching images with Photoshop, for varius company helping them to present their work at it’s best.