Frank Moussette

3D Artist at BigBox VR
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Greater Indianapolis, IN

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • 3D Artist
      • Aug 2020 - Present

      Weapons artist for Population: One Weapons artist for Population: One

    • United States
    • Musicians
    • 1 - 100 Employee
    • 3D Environment Artist
      • Jul 2019 - Dec 2019

      Tennis Clash mobile game - in conjunction with Wildlife Studios Tennis Clash mobile game - in conjunction with Wildlife Studios

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • 3D Environment Artist
      • Apr 2019 - Jul 2019

      Tennis Clash mobile game - in conjunction with Wildlife Studios Tennis Clash mobile game - in conjunction with Wildlife Studios

    • Germany
    • Advertising Services
    • 1 - 100 Employee
    • Junior Environment Artist
      • Feb 2018 - Apr 2019

      3D Environment Artist for "Crystal Core" - a game-based learning platform built in Unity. Roles/Responsibilities: -Creation of Low Poly Environment Assets/Props -Modular Environment Assets to Build Small - Large Scenes Out of -High to Low Poly Baking in Substance -Textures/Materials in Substance Painter/Designer. -Prefab Setup -World Building in Unity -Set Dressing -File Management on PlasticSCM. 3D Environment Artist for "Crystal Core" - a game-based learning platform built in Unity. Roles/Responsibilities: -Creation of Low Poly Environment Assets/Props -Modular Environment Assets to Build Small - Large Scenes Out of -High to Low Poly Baking in Substance -Textures/Materials in Substance Painter/Designer. -Prefab Setup -World Building in Unity -Set Dressing -File Management on PlasticSCM.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Game Designer
      • Jan 2015 - Aug 2015

      I returned as a game designer for the third and final installment of the Return of Aetheria series - Return of Aetheria: Rise of Nether. During pre-production I assisted the game design lead in narrative and incorporating story elements from the first game that never made release - primarily, the introduction of the overarching villain, Nether. As production continues, I work with four other game designers to help generate quests for players to complete as well as work alongside the game design… Show more I returned as a game designer for the third and final installment of the Return of Aetheria series - Return of Aetheria: Rise of Nether. During pre-production I assisted the game design lead in narrative and incorporating story elements from the first game that never made release - primarily, the introduction of the overarching villain, Nether. As production continues, I work with four other game designers to help generate quests for players to complete as well as work alongside the game design lead to incorporate the narrative from the first game with the other two games into a concise art book. Show less I returned as a game designer for the third and final installment of the Return of Aetheria series - Return of Aetheria: Rise of Nether. During pre-production I assisted the game design lead in narrative and incorporating story elements from the first game that never made release - primarily, the introduction of the overarching villain, Nether. As production continues, I work with four other game designers to help generate quests for players to complete as well as work alongside the game design… Show more I returned as a game designer for the third and final installment of the Return of Aetheria series - Return of Aetheria: Rise of Nether. During pre-production I assisted the game design lead in narrative and incorporating story elements from the first game that never made release - primarily, the introduction of the overarching villain, Nether. As production continues, I work with four other game designers to help generate quests for players to complete as well as work alongside the game design lead to incorporate the narrative from the first game with the other two games into a concise art book. Show less

    • United States
    • Higher Education
    • 700 & Above Employee
    • Asset Designer
      • Jun 2014 - Oct 2014

      A small game project headed by Professor Edward Castronova of IU Bloomington. Big World is turn based strategy game that served as means of observing social interaction between players as they attempt to destroy enemy units, claim land, and trade resources. I created all player and enemy troop units. A small game project headed by Professor Edward Castronova of IU Bloomington. Big World is turn based strategy game that served as means of observing social interaction between players as they attempt to destroy enemy units, claim land, and trade resources. I created all player and enemy troop units.

    • United States
    • Retail
    • Graphic Designer
      • Sep 2013 - Mar 2014

      At Teeki Hut I helped with customers who wanted to create a custom shirt, hooded sweatshirt, etc. I would write down their order, create it in Illustrator/Photoshop and depending on how they wanted the image to look, it would be cut out of vinyl on a vinyl printer and heat pressed onto their garment or printed on their item with a direct-to-garment printer. At Teeki Hut I helped with customers who wanted to create a custom shirt, hooded sweatshirt, etc. I would write down their order, create it in Illustrator/Photoshop and depending on how they wanted the image to look, it would be cut out of vinyl on a vinyl printer and heat pressed onto their garment or printed on their item with a direct-to-garment printer.

    • Game Designer/ Writer
      • Jan 2013 - Aug 2013

      I worked alongside two other game designers in determining game play, mechanics, and the narrative for an alternate reality game called Return of Aetheria which debuted at Gen Con 2013. My duties consisted of helping generate around 200 quests/obstacles for players to solve and writing the overall/finalized narrative that would be presented to players. In addition, I derived a written language that was utilized as a quest mechanic with the nine rune symbols players would use to input codes for… Show more I worked alongside two other game designers in determining game play, mechanics, and the narrative for an alternate reality game called Return of Aetheria which debuted at Gen Con 2013. My duties consisted of helping generate around 200 quests/obstacles for players to solve and writing the overall/finalized narrative that would be presented to players. In addition, I derived a written language that was utilized as a quest mechanic with the nine rune symbols players would use to input codes for quest completion. Show less I worked alongside two other game designers in determining game play, mechanics, and the narrative for an alternate reality game called Return of Aetheria which debuted at Gen Con 2013. My duties consisted of helping generate around 200 quests/obstacles for players to solve and writing the overall/finalized narrative that would be presented to players. In addition, I derived a written language that was utilized as a quest mechanic with the nine rune symbols players would use to input codes for… Show more I worked alongside two other game designers in determining game play, mechanics, and the narrative for an alternate reality game called Return of Aetheria which debuted at Gen Con 2013. My duties consisted of helping generate around 200 quests/obstacles for players to solve and writing the overall/finalized narrative that would be presented to players. In addition, I derived a written language that was utilized as a quest mechanic with the nine rune symbols players would use to input codes for quest completion. Show less

    • United States
    • Design
    • 1 - 100 Employee
    • Contractor - Flash Animator
      • May 2009 - Aug 2011

      After my internship ended, I continued to be brought on for contract work with Plow. As an animator for their Facebook game, Amazement Park (no longer available), my primary duties were to animate park rides that would be featured in the game such as roller coasters, swings, tilt-a-whilrs, etc. When my work for Amazement Park was completed, I continued working on another project with Plow for a Can-Am BRP training module. I animated slideshow-style instructional videos for Can-Am sales… Show more After my internship ended, I continued to be brought on for contract work with Plow. As an animator for their Facebook game, Amazement Park (no longer available), my primary duties were to animate park rides that would be featured in the game such as roller coasters, swings, tilt-a-whilrs, etc. When my work for Amazement Park was completed, I continued working on another project with Plow for a Can-Am BRP training module. I animated slideshow-style instructional videos for Can-Am sales representatives. Show less After my internship ended, I continued to be brought on for contract work with Plow. As an animator for their Facebook game, Amazement Park (no longer available), my primary duties were to animate park rides that would be featured in the game such as roller coasters, swings, tilt-a-whilrs, etc. When my work for Amazement Park was completed, I continued working on another project with Plow for a Can-Am BRP training module. I animated slideshow-style instructional videos for Can-Am sales… Show more After my internship ended, I continued to be brought on for contract work with Plow. As an animator for their Facebook game, Amazement Park (no longer available), my primary duties were to animate park rides that would be featured in the game such as roller coasters, swings, tilt-a-whilrs, etc. When my work for Amazement Park was completed, I continued working on another project with Plow for a Can-Am BRP training module. I animated slideshow-style instructional videos for Can-Am sales representatives. Show less

    • Intern - Animator
      • 2009 - 2009

      As an intern for Plow, I assisted in generating minor sprite art such as environment tiles and animating player and enemy units for their mobile tower-defense game, Last Front: Europe. In addition to working on Last Front, I assisted the art lead with storyboards and animating diagram segments for DKT International's 'The HIV Superhighway'. As an intern for Plow, I assisted in generating minor sprite art such as environment tiles and animating player and enemy units for their mobile tower-defense game, Last Front: Europe. In addition to working on Last Front, I assisted the art lead with storyboards and animating diagram segments for DKT International's 'The HIV Superhighway'.

Education

  • IUPUI - School of Informatics
    Bachelors, BS in Media Arts and Science (New Media)
    2008 - 2016
  • Northview High School
    2004 - 2008

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