Gene Kohler
Gene Kohler
Senior Character Artist at Epic Games
Cary, NC, United States

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Skills

Character ModelingUV MappingTeam ManagementTexture BakingCharacter TexturingConceptsUIHigh Poly Zbrush SculptingLow Poly In-Game ModelingHighly OrganizedOutsource Character ManagementLevel Object Modeling3D AnimationSprite Atlas Creation

Software proficiency

ZBrush
ZBrush
3ds Max
3ds Max
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
xNormal
xNormal
Keyshot
Keyshot
Substance 3D Painter
Substance 3D Painter

Productions

  • Gene kohler fortnite8ballscratch 02
    • Video Game
      Fortnite
    • Year
      2017
    • Role
      Character Artist- HP\ LP Modeling and Texturing Character Skins
    • Company
      Epic Games
  • Dominations
    • Mobile Game
      DomiNations
    • Year
      2015
    • Role
      Senior Character Artist
    • Company
      Big Huge Games
  • Orcsmustdieunchained
    • Video Game
      Orcs Must Die! Unchained
    • Year
      2017
    • Role
      Principal 3D Character Artist
    • Company
      Robot Entertainment
  • Echoprime
    • Video Game
      Echo Prime
    • Year
      2014
    • Role
      3D Character\ Weapons Artist
    • Company
      Robot Entertainment
  • Orcsmustdie2
    • Video Game
      Orcs Must Die! 2
    • Year
      2012
    • Role
      3D Character\ Traps Artist
    • Company
      Robot Entertainment
  • Orcsmustdie
    • Video Game
      Orcs Must Die!
    • Year
      2011
    • Role
      3D Character\ Traps Artist
    • Company
      Robot Entertainment
  • Halo wars
    • Video Game
      Halo Wars
    • Year
      2009
    • Role
      Lead- Campaign art assets ... 3D Artist- units, vehicles, buildings
    • Company
      Ensemble Studios\ Microsoft Game Studios
  • Age of empires 3
    • Video Game
      Age of Empires lll
    • Year
      2005
    • Role
      3D Artist- cinematic characters, buildings, units
    • Company
      Ensemble Studios\ Microsoft Game Studios
  • Metroid prime
    • Video Game
      Metroid Prime
    • Year
      2002
    • Role
      3D Character Artist- modeled Samus Aran's armor suits, morph ball form, the metroids, and more
    • Company
      Retro Studios\ Nintendo
  • Daikatana
    • Video Game
      Daikatana
    • Year
      2000
    • Role
      3D Modeler
    • Company
      ION Storm
  • Tnn outdoors pro hunter
    • Video Game
      TNN Outdoors Pro Hunter
    • Year
      1998
    • Role
      Artist, Lead Designer, Associate Producer
    • Company
      DreamForge Intertainment (not a typo on Intertainment!)
  • Warwind 2
    • Video Game
      WarWind 2: Human Onslaught
    • Year
      1997
    • Role
      Artist- painted and animated units and vehicles
    • Company
      DreamForge Intertainment (not a typo on Intertainment!)
  • Warwind
    • Video Game
      WarWind
    • Year
      1996
    • Role
      Artist- painted and animated units and vehicles
    • Company
      DreamForge Intertainment (not a typo on Intertainment!)
  • Chronomaster
    • Video Game
      ChronoMaster
    • Year
      1995
    • Role
      Artist- concepts
    • Company
      DreamForge Intertainment (not a typo on Intertainment!)
  • Anvil of dawn
    • Video Game
      Anvil of Dawn
    • Year
      1995
    • Role
      Artist- painted and animated characters, world objects, etc. Illustrated the clue book
    • Company
      DreamForge Intertainment (not a typo on Intertainment!)

Experience

  • Senior 3D Character Artist at Big Huge Games
    Timonium Maryland, United States of America
    July 2018 - Present

    Unannounced Project- Senior Character Artist- Responsible for creating high-fidelity character sculptures and their in-game low polygon versions. Texturing and material execution for characters and creatures. Posing and rendering characters for UI\Marketing materials. Rigging and animating when needed (biped).

    Dominations (Mobile, Free to Play Historical Strategy, 2015) - Senior Character Artist- Responsible for creating high-fidelity unit\ vehicle sculptures and their in-game low polygon versions. Texturing and material execution for units and armored vehicles

  • Principal Character Artist at Robot Entertainment
    Plano, TX, United States of America
    March 2009 - March 2018

    Orcs Must Die! Unchained (PC and PS4, Action Tower Defense, 2017)- Principal Character Artist- Responsible for creating high-fidelity character sculptures and their in-game low polygon versions. Texturing and material execution for player characters and creatures. Art directing and scheduling, helping the character department operate smoothly. Recognizing team member's contributions and taking action on their concerns, regularly and during annual reviews. Communicating with the concept, design, animation, and production departments ensuring the deliverables and mesh needs are on target. Responsible for organizing Robot's character deliverables to and interfacing with our outsourcing partners.

    Echo Prime (iDevice and PC, Action, 2014): 3D Character Artist- Created both high and low fidelity in-game character and weapon assets

    Orcs Must Die! 2 (PC, Action Tower Defense, 2012): 3D Character Artist- Created both high and low fidelity in-game character and trap assets

    Orcs Must Die! (Xbox 360 and PC, Action Tower Defense, 2011): 3D Character Artist- Created both high and low fidelity in-game character and trap assets

  • 3D Character Artist, Campaign Art Lead at Ensemble Studios\ Microsoft Game Studios
    Dallas, TX, United States of America
    March 2003 - March 2009

    Halo Wars (XBOX 360, RTS, 2009): Campaign Art Lead- Led a small team of artists in creating the single player campaign assets. Helped develop the pipeline for destructions and unit attachments. Organized the character artist department. Created high-fidelity and in-game buildings, units, single player in-game asset needs

    Age of Empires III (PC,RTS, 2005): 3D Artist- Modeled and textured buildings, characters, and various campaign objects

  • 3D Character Artist at Retro Studios\ Nintendo
    Austin, TX, United States of America
    December 2000 - March 2003

    Metroid Prime (Gamecube, Action, 2002): 3D Character Artist- Modeled and textured characters: Samus Aran (all of her armor suits), her Morph Ball form, her ship, the Metroids, the Space Pirates, and many other various creatures. I also textured all of her arm cannons.

  • 3D Artist at ION Storm
    Dallas, TX, United States of America
    January 1999 - December 2000

    Daikatana (PC, Action, 2000): 2D-3D Artist- concepts, modeled, and textured assets as needed. Created many in-game cinematics using in-house tools

  • Artist, Associate Producer, Designer at DreamForge Intertainment
    Greensburg, PA, United States of America
    February 1995 - December 1998

    Artist, Associate Producer, Designer working on many projects. This studio gave me my start within the video game industry upon my graduating from The Art Institute of Pittsburgh.

    TNN Outdoors Pro Hunter (PC, Action, 1998): Associate Producer, Lead Designer, Artist- Presented the prototype to TNN in Nashville and to Realtree Outdoors in Atlanta

    Sanitarium (PC, ADV ’98): Concepts, 2D Artist

    WarWind 2- Human Onslaught (PC, RTS, 1997): 2D Artist- Illustrated concepts and painted\ animated in-game units, vehicles, terrain, portraits

    WarWind (PC, RTS, 1996): 2D Artist- Illustrated concepts and painted\ animated in-game units, vehicles, terrain, portraits

    Chronomaster (PC, ADV, 1995): 2D Artist- Painted character portraits

    Anvil of Dawn (PC, RPG, 1995): 2D Artist- concepts, story boards. Also rendered and animated in-game creatures, NPC’s, spells, weapons, furniture, objects, etc. Fully illustrated the clue book insert art