Tyler Lewis

Sr. Technical Artist at VNTANA
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Contact Information
us****@****om
(386) 825-5501
Location
US

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5.0

/5.0
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Shawn O'Pella

Tyler has an unbridled enthusiasm that mixes well with his humble nature. Tyler made an immediate impact on our team with his intimate knowledge of art and 3D engines. He was an invaluable member of the team and taught me so much about art pipelines. What sets Tyler apart is his willingness to go the extra mile to get the job done while contributing the highest quality work. He also volunteered for mentoring in hackathons, as well as led technical demos to customers. Tyler is a joy to work with and is tireless in his efforts to make the team and company succeed. He is an asset to any company and I hope I get the chance to work with him again

Josh Maida

While working at Six Foot I had two levels of interaction with Tyler: as a QA Tester and a 3D Artist. Tyler’s official role at Six Foot was as a QA Tester. As I was the Director of Production, I didn’t work directly with Tyler. I knew him to be a valued member of my department. He was a reliable tester, appreciated by his team, and praised by his leads and managers. Most of my direct interaction with Tyler was as a 3d Artist. With me as a Partner in the company, I spend a portion of my time to championing professional development and doing what I can to nurture and identify internal talent. Originally from a 3d background myself, and with a keen interest in expanding our internal development I considered Tyler to be a favorite for upcoming projects. I observed his work on several personal projects and a couple of internal R&D projects. Tyler has a strong grasp for designing content for realtime environments. He excels in hardbody modeling, UV mapping, and shading. He was never afraid of a challenge and when sharing his personal work he was always receptive to criticism and direction. Overall, Tyler possesses many of the qualities we seek at Six Foot. He has a clear vision of what he wants to accomplish in his career and is dedicated to learning and proving himself through his work. He’s very open and honest with his goals and stays out of petty politics. Always positive but practical; a solver, not a complainer. He holds a high bar of excellence for himself and his work, but not at the expense of others. Tyler left Six Foot with our utmost respect, and we would certainly hire him again.

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Experience

    • United States
    • Software Development
    • 1 - 100 Employee
    • Sr. Technical Artist
      • Oct 2021 - Present

    • Technical Artist
      • Jun 2020 - Present

  • Freelance Artist
    • Austin, Texas Area
    • Environment Artist/ Hard Surface Modeler
      • Jul 2016 - Present

    • United States
    • Computers and Electronics Manufacturing
    • 700 & Above Employee
    • Test Engineer / Sr. Artist / Technical Consultant
      • Apr 2018 - Apr 2020

      Test Engineer: Created and executed test plans for artistic tool sets, gave feedback to the team from an artistic perspective in terms of usability and how the tools relate to comparable programs. Assisted the design process of various system and engine components by providing feedback as well as detailed breakdowns of various systems. Sr. Artist: In addition, I worked with various teams within the company to create tutorials/course and example content (ranging from animations to character art) for use internally and externally most notably: -3D modeling primer -Introduction into texturing -Introduction into Maya -Introduction into PBR materials -Blender Portal Icon Guide -Project Vulkan (UE4 Graphical Test app) -Hockey Prefab Example Technical Consultant: -Assisted the Enterprise sales team in assessing our clients pipelines so that we could improve the export process and reduce the time it takes to get content to the device. -Assisted UT school of Architecture in exploring possible use cases for the device as well as providing technical assistance to help them get their projects running on the ML1.

    • Denmark
    • Recreational Facilities
    • 200 - 300 Employee
    • Designer/ AR Developer
      • Nov 2016 - Apr 2018

      Create 2D site plans for playgrounds to follow ADA and ASTM rules and regulations. Create realistic 3D renders of playgrounds for use in sales meetings. Pushed Substance Designer and Painter utilization for special projects. Created a working prototype AR application running on Android and iOS utilizing unreal in 2 months. Create 2D site plans for playgrounds to follow ADA and ASTM rules and regulations. Create realistic 3D renders of playgrounds for use in sales meetings. Pushed Substance Designer and Painter utilization for special projects. Created a working prototype AR application running on Android and iOS utilizing unreal in 2 months.

  • 6ft
    • Houston, Texas Area
    • QA Tester/ VR Trainer
      • Aug 2015 - Apr 2016

      Responsible for writing and executing test plans, smoke testing, reporting software defects, and confirming potential solutions for those software defects. Worked in a collaborative QA environment, executing individual tasks and group assignments Created, maintained and executed Test Cases to provide end-to-end testing coverage Executed daily build sanity checks and key feature/function testing Reported to the QA Manager and interface with the development, community, and customer support teams. Deliverables: Identification and reporting of product issues/defects Execution of Product feature and functionality verification, regression and stability testing Test Case creation and execution Use of Debug and Test Tools to aid in testing and bug research Created and edited content for use in VR, specializing in the Oculus rift and HTC Vive. Trained other in the use of the hardware.

    • United States
    • Defense and Space Manufacturing
    • 700 & Above Employee
    • Multimedia Design Engineer & 3D Artist
      • Oct 2012 - Jul 2015

      Create high-quality 3D assets for use in various mediums, including major 3D simulations and still renders in coarseware. Recognized as a subject matter expert in real time environments; consistently meet and exceed customer expectations. Participate in projects for major organizations, including the U.S. Army and Air Force. • Create 3D and 2D assets, textures, real-time simulations, and pictures for implementation and usage in courseware; present real-time rendering solutions and serve as the internal modeling / 3D expert • Recipient of two MST YEA! Awards for being the most enthusiastic team member and maximize performance and the Lockheed Martin Corp. Spot Award for contributing to a major military project

    • Contract Artist
      • Sep 2014 - Oct 2014

      Modeled high poly and low poly main weapons for the game Identity Crisis; produced 3D designs within a gaming environment, created real-time simulations and designed and developed artwork for the video game. Modeled high poly and low poly main weapons for the game Identity Crisis; produced 3D designs within a gaming environment, created real-time simulations and designed and developed artwork for the video game.

    • United States
    • E-Learning Providers
    • Business Development Manager & 3D Artist
      • Jun 2012 - Sep 2012

      Spearheaded strategic marketing campaigns targeted towards the oil and gas industry; increased the market position by locating, developing, defining, negotiating, and maintaining productive business relationships. Authored business documents, including all product and service definitions, proposals and detailed contracts.• Created high quality 3D assets for usage in the Unity Game engine; modeled, UVed, textured, and animated assets for hard surface and environmental assets and utilize techniques to optimize quality• Modeled an AK drilling training simulator and UVed SanDvick DE710 drilling rig for usage in Unity; modeled the Joy Long Wall System training simulator and created textured assets for simulation use

    • 3D Artist
      • Dec 2011 - Jun 2012

      Designed 3D assets in print media and 3D visualizations for companies in the oil and gas industry. Created standard operating procedures for artists and established the groundwork for game engine implementation. Optimized AutoCAD models for rendering within Maya and utilization within UDK; maintained quality control.• Performed the modeling, texturing, and rendering for World Pipelines FPSO and subsea pipe field; conduct pipeline research / development and worked with engineers to create cutting edge concepts• Created the animation for Radial Access Wellbay Spar, wrote content and optimized meshes; worked closely with the lead artist to develop concepts, produce 3D designs, and seamlessly execute all plans• Produced a realistic representation of a coral reef within UDK and created animated graphics for the initiative; successfully created photo realistic 3D assets for multimedia usage and maintained quality

    • 3D Artist
      • Jun 2011 - Dec 2011

      Designed 3D assets in print media and 3D visualizations for companies in the oil and gas industry. Created standard operating procedures for artists and established the groundwork for game engine implementation. Optimized AutoCAD models for rendering within Maya and utilization within UDK; maintained quality control. • Performed the modeling, texturing, and rendering for World Pipelines FPSO and subsea pipe field; conduct pipeline research / development and worked with engineers to create cutting edge concepts • Created the animation for Radial Access Wellbay Spar, wrote content and optimized meshes; worked closely with the lead artist to develop concepts, produce 3D designs, and seamlessly execute all plans • Produced a realistic representation of a coral reef within UDK and created animated graphics for the initiative; successfully created photo realistic 3D assets for multimedia usage and maintained quality

Education

  • Full Sail University
    Bachelor of Science (BS), Game Art
    2007 - 2009

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