Ljubica Jovanovic

Senior Technical Artist at Remedy Entertainment Plc
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Contact Information
us****@****om
(386) 825-5501
Location
Berlin, Berlin, Germany, DE
Languages
  • English Native or bilingual proficiency
  • Serbian Native or bilingual proficiency
  • French -

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Senka Zubic

As 3D Artist, Ljubica has great feeling for space, objects, materials, human figure and never before seen creatures, which in combination with her 3D modeling skills makes her capable to create 3D models fast and with high quality. She is always ready to spice the atmosphere at work with some funny surprises.

Adrian Nedelkovic

Ljubica is an excellent 3D Artist, capable of producing incredible work at astounding speeds, her knowledge of 3D Max is unparalleled and therefore her performance is top notch. But more then that, her positive and cheerful persona and friendly attitude make her a key and valued team player and as such make her a valuable asset to any company.

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Credentials

  • Human-Computer Interaction
    Coursera
    Dec, 2013
    - Nov, 2024

Experience

    • Finland
    • Computer Games
    • 200 - 300 Employee
    • Senior Technical Artist
      • Feb 2022 - Present

      vanguard, n. /ˈvanɡɑːd/ 1. a group of people leading the way in new developments or ideas 2. a new kind of Remedy experience vanguard, n. /ˈvanɡɑːd/ 1. a group of people leading the way in new developments or ideas 2. a new kind of Remedy experience

    • Germany
    • Media Production
    • 1 - 100 Employee
    • Principal Technical Artist
      • Mar 2021 - Feb 2022

      In charge of creating procedural content and pipelines for reconstructing the vivid and ornate streets of Berlin in the roaring twenties. - Creating procedural buildings systems to quickly populate the streets of Berlin - Writing tools for Character Artists to quickly generate beautiful and optimized characters in Maya - Creating a system for 'cheap' NPCs that populate the streets - Creating and optimizing crowds of NPCs (over 300 shown on screen) In charge of creating procedural content and pipelines for reconstructing the vivid and ornate streets of Berlin in the roaring twenties. - Creating procedural buildings systems to quickly populate the streets of Berlin - Writing tools for Character Artists to quickly generate beautiful and optimized characters in Maya - Creating a system for 'cheap' NPCs that populate the streets - Creating and optimizing crowds of NPCs (over 300 shown on screen)

    • Germany
    • Computer Games
    • 1 - 100 Employee
    • Technical Artist
      • Feb 2018 - Mar 2021

      - writing nice-looking python tools that enable art team members to achieve tasks quicker - scripting in maya using python and mel - Creating procedural geometry and terrain in Houdini, tiling large terrain - working on characters and character cration systems - creating animation rigs (mel /pythion) and geometry (modeling, uv, skinning) - geometry optimization and helping artists in optimizing assets - creating/maintaining/modifying asset pipline - making quick prototypes… Show more - writing nice-looking python tools that enable art team members to achieve tasks quicker - scripting in maya using python and mel - Creating procedural geometry and terrain in Houdini, tiling large terrain - working on characters and character cration systems - creating animation rigs (mel /pythion) and geometry (modeling, uv, skinning) - geometry optimization and helping artists in optimizing assets - creating/maintaining/modifying asset pipline - making quick prototypes that combine geometry, shader work and vfx - writing, organizing and illustrating documentation for both in-house team and outsourcing teams - helping artists with broken/dirty geometry issues and fixing various problems - assembling assets in unity - being of general technical help to art team (git issues, testing game/assets in unity, updating software) - close cooperation with engineers, game design and art director Show less - writing nice-looking python tools that enable art team members to achieve tasks quicker - scripting in maya using python and mel - Creating procedural geometry and terrain in Houdini, tiling large terrain - working on characters and character cration systems - creating animation rigs (mel /pythion) and geometry (modeling, uv, skinning) - geometry optimization and helping artists in optimizing assets - creating/maintaining/modifying asset pipline - making quick prototypes… Show more - writing nice-looking python tools that enable art team members to achieve tasks quicker - scripting in maya using python and mel - Creating procedural geometry and terrain in Houdini, tiling large terrain - working on characters and character cration systems - creating animation rigs (mel /pythion) and geometry (modeling, uv, skinning) - geometry optimization and helping artists in optimizing assets - creating/maintaining/modifying asset pipline - making quick prototypes that combine geometry, shader work and vfx - writing, organizing and illustrating documentation for both in-house team and outsourcing teams - helping artists with broken/dirty geometry issues and fixing various problems - assembling assets in unity - being of general technical help to art team (git issues, testing game/assets in unity, updating software) - close cooperation with engineers, game design and art director Show less

    • Architect/VR Expert - Unreal Engine
      • Sep 2017 - Jan 2018

      Using Unreal Engine's VR technology to visualize various architectural design: residential, commercial, culture, historical reconstructions. Creating architectural designs and assisting in technical drafting.

    • 3D Artist and Animator for Video Games
      • 2015 - Jan 2018

      - Created bold, immersive, dynamic, high-detail, optimized, realistically composed, well-structured, lighted and shaded 3D game assets including environments, props, characters, animations, material, particles, etc. - Shaped various terrains using World Machine software along with 3ds max/maya and texture painting tools. - Performed scene lighting and baking light maps; - Optimized and re-structured levels, optimized geometry for desired platforms. - Performed UVW… Show more - Created bold, immersive, dynamic, high-detail, optimized, realistically composed, well-structured, lighted and shaded 3D game assets including environments, props, characters, animations, material, particles, etc. - Shaped various terrains using World Machine software along with 3ds max/maya and texture painting tools. - Performed scene lighting and baking light maps; - Optimized and re-structured levels, optimized geometry for desired platforms. - Performed UVW mapping/unwrapping with multiple UV channels. - Created maps: Diffuse, Specular, Roughness, Metallic, Reflection, Opacity, Normal, Ambient Occlusion, Height, and other maps. - Made scene environment background skyboxes and cubemaps and far background imagery with photo manipulation skills and 360 degree photography. - Textured environmental game assets in various ways: painting in Photoshop/ Painter, creating PBR textures in Substance Designer/Painter; Performed vertex painting. - Harmonized color palette and lighting with general atmosphere desired in the environment (e.g. horror night, romantic sunset, etc.) - Planning and zoning the cities in games (harbor, industrial complex, university surroundings, etc.). - Gathered reference images and created presentations for the general atmosphere, environment and layout. - Contributed in brainstorming, creating and refining the concept, drawing sketches of ideas, worlds and layout. Helping on UI/UX design. - Worked on VR and AR

    • Technical Artist - Unreal Engine 4
      • Oct 2016 - Dec 2017

      Importing assets: static meshes, skeletal meshes, textures. Migrating assets Materials: using various textures and procedural UE4 materials; animating textures, applying stylish emmisive colors, creating effects like magic or SF shields Creating particles in Cascade; Mesh particles, CPU and Ribbon Trails; adding vector fields, lights, changing colors, etc Working with animations in Persona; creating montages, retargeting animations to different skeletons Creating Third Person… Show more Importing assets: static meshes, skeletal meshes, textures. Migrating assets Materials: using various textures and procedural UE4 materials; animating textures, applying stylish emmisive colors, creating effects like magic or SF shields Creating particles in Cascade; Mesh particles, CPU and Ribbon Trails; adding vector fields, lights, changing colors, etc Working with animations in Persona; creating montages, retargeting animations to different skeletons Creating Third Person Controller with custom characters and custom animations Working with UMG - creating UI and HUD Lighting scenes: static and dynamic lighting; visual effects (reflections, fog) and post processing (AO, DOF, Color Correction, etc) Levels - from modular environment parts and props. Level streaming and loading. Creating cutscenes in Sequencer - tracking characters, adding events and effects Blueprints - adding/triggering events, basic AI logic, blueprint communication Optimizing assets, materials, lights and levels for specific platform Testing, profiling and packaging the game

    • Technical Artist for Unity 3D Engine
      • 2016 - 2016

      - Importing assets, creating Level of Detail - Lighting scenes (Lights, custom skyboxes) - Creating materials (Standard Shader and Legacy Shaders) - Creating various particle effects - Animating characters and animation blending; Animating objects and lights -Adding colliders to objects - Creating levels and scenes from environment parts and props - Testing and making Builds for Windows and Android

    • Computer Games
    • Lead Artist
      • Mar 2016 - Sep 2017

      - Creating all graphics for "Panzerwehr 1949", a VR mech (tank) simulation - shooter game for HTC Vive and Oculus Touch. - Designing vehicles and props: modeling, unwrapping, texturing, importing into Unity, applying materials and colliders - Level design: blocking, creating props, importing into Unity, assembling, creating custom skyboxes and particles. - Creating all graphics for "Panzerwehr 1949", a VR mech (tank) simulation - shooter game for HTC Vive and Oculus Touch. - Designing vehicles and props: modeling, unwrapping, texturing, importing into Unity, applying materials and colliders - Level design: blocking, creating props, importing into Unity, assembling, creating custom skyboxes and particles.

  • Snapjaw games
    • Cologne Area, Germany
    • 3D Artist and Character Animator
      • 2015 - 2016

      Game: The Fifth Expedition - Creating 3D assets for the game - characters, props, uvw unwrapping, baking AO and normal maps - Rigging characters, facial rigging - Animating characters and making various game animations. Game: The Fifth Expedition - Creating 3D assets for the game - characters, props, uvw unwrapping, baking AO and normal maps - Rigging characters, facial rigging - Animating characters and making various game animations.

    • Freelance Video Game 3D Artist and Animator
      • Aug 2013 - 2016

      Modeling - low poly, medium poly, high poly; characters, props, environment; optimizing existing models for desired platforms UVW unwrapping – creating UV layouts matching the texture-painting software demands and engine recommendations; adding additional UV channels (e.g. for AO maps) Map baking - Normal map, Ambient Occlusion, Height map, etc. Texture - creating procedural photorealistic textures in Substance designer. Painting textures in Substance Painter, using various materials… Show more Modeling - low poly, medium poly, high poly; characters, props, environment; optimizing existing models for desired platforms UVW unwrapping – creating UV layouts matching the texture-painting software demands and engine recommendations; adding additional UV channels (e.g. for AO maps) Map baking - Normal map, Ambient Occlusion, Height map, etc. Texture - creating procedural photorealistic textures in Substance designer. Painting textures in Substance Painter, using various materials and advanced masking (ID masking, smart masks). Painting seamless and ‘hand painted’ textures in Photoshop. Creating different particle effects (explosions, fire, water, magic, smoke, etc.), creating maps for the effect if needed. Creating PBR materials. Making custom shaders (vertex shaders, pixel shaders) Rigging characters and assets. Animation - animating characters/props. Creating various animations, from action and fighting, to idle, sitting, injured, etc. Importing into Unity, creating animator controllers, blending animation transitions. Lighting and creating atmosphere - Adding lights, creating custom skyboxes and sky maps; adding fog. Creating baked lightmaps. Adding camera effects (e.g. bloom, glow, vignette, etc.) Environments - excellent at creating a wide variety of styles: e.g. medieval European towns, fantasy, science fiction, cartoony (stylized), steampunk, World war 1 and 2, 20th century cities, nature, etc. Architecture - highly experienced on various architectural design projects (hotel complex sites, residential buildings, department stores, museums, interior design), as well as with archaeologists and historians on prehistoric, ancient and medieval reconstructions as lead 3D artist. Great understanding of structure and communications, educated in history of architecture, also took courses in experimental architecture, urban planning, fantasy architecture. Show less Modeling - low poly, medium poly, high poly; characters, props, environment; optimizing existing models for desired platforms UVW unwrapping – creating UV layouts matching the texture-painting software demands and engine recommendations; adding additional UV channels (e.g. for AO maps) Map baking - Normal map, Ambient Occlusion, Height map, etc. Texture - creating procedural photorealistic textures in Substance designer. Painting textures in Substance Painter, using various materials… Show more Modeling - low poly, medium poly, high poly; characters, props, environment; optimizing existing models for desired platforms UVW unwrapping – creating UV layouts matching the texture-painting software demands and engine recommendations; adding additional UV channels (e.g. for AO maps) Map baking - Normal map, Ambient Occlusion, Height map, etc. Texture - creating procedural photorealistic textures in Substance designer. Painting textures in Substance Painter, using various materials and advanced masking (ID masking, smart masks). Painting seamless and ‘hand painted’ textures in Photoshop. Creating different particle effects (explosions, fire, water, magic, smoke, etc.), creating maps for the effect if needed. Creating PBR materials. Making custom shaders (vertex shaders, pixel shaders) Rigging characters and assets. Animation - animating characters/props. Creating various animations, from action and fighting, to idle, sitting, injured, etc. Importing into Unity, creating animator controllers, blending animation transitions. Lighting and creating atmosphere - Adding lights, creating custom skyboxes and sky maps; adding fog. Creating baked lightmaps. Adding camera effects (e.g. bloom, glow, vignette, etc.) Environments - excellent at creating a wide variety of styles: e.g. medieval European towns, fantasy, science fiction, cartoony (stylized), steampunk, World war 1 and 2, 20th century cities, nature, etc. Architecture - highly experienced on various architectural design projects (hotel complex sites, residential buildings, department stores, museums, interior design), as well as with archaeologists and historians on prehistoric, ancient and medieval reconstructions as lead 3D artist. Great understanding of structure and communications, educated in history of architecture, also took courses in experimental architecture, urban planning, fantasy architecture. Show less

    • Lead 3D Artist and Animator
      • Dec 2014 - Jul 2015

      Working on Svarog - The Awakening video game, a project founded by Eleven startup accelerator. Working on Svarog - The Awakening video game, a project founded by Eleven startup accelerator.

  • InsideMaps
    • Belgrade, Serbia
    • 3D Modeler
      • May 2014 - Jul 2014

      Creating realistic furniture based on photographs of existing furniture sets. Modelling, uvw unwrapping, texturing and exporting for the engine. Creating realistic furniture based on photographs of existing furniture sets. Modelling, uvw unwrapping, texturing and exporting for the engine.

    • South Korea
    • Computers and Electronics Manufacturing
    • 700 & Above Employee
    • 3D Designer - Architect
      • Feb 2014 - Jun 2014

      Designing interior for retail Samsung stores, Shop in shop, and exterior branding in Serbia, Croatia, Bosnia, Montenegro, Albania, Macedonia and Kosovo. Making 3D models of all Samsung merchandise and displays, texturing and rendering scenes. Designing interior for retail Samsung stores, Shop in shop, and exterior branding in Serbia, Croatia, Bosnia, Montenegro, Albania, Macedonia and Kosovo. Making 3D models of all Samsung merchandise and displays, texturing and rendering scenes.

    • Serbia
    • Technology, Information and Internet
    • 1 - 100 Employee
    • 3D Artist and Animator for Video Games
      • Jul 2012 - Jul 2013

      Duties: creating 3d models for video games, texturing models and animating. Creating environment models, props, and characters - mostly beasts. Participated in global game jam in January 2013 Duties: creating 3d models for video games, texturing models and animating. Creating environment models, props, and characters - mostly beasts. Participated in global game jam in January 2013

    • Architect & 3D Artist
      • 2008 - 2013

      architecture & design: residential houses in the town area and in the countryside, restaurants and pubs with both indoor and outdoor seating, open-air fountains, pools and their surroundings in a wellness center, a warehouse and a workshop for iron - casting and processing, interior design of commercial and residential space, designing decorative iron fences and gates, furniture design (kitchens, shelves, chairs, beds, cabinets), pre-calculating the costs of the investments 3d Models: making… Show more architecture & design: residential houses in the town area and in the countryside, restaurants and pubs with both indoor and outdoor seating, open-air fountains, pools and their surroundings in a wellness center, a warehouse and a workshop for iron - casting and processing, interior design of commercial and residential space, designing decorative iron fences and gates, furniture design (kitchens, shelves, chairs, beds, cabinets), pre-calculating the costs of the investments 3d Models: making complete 3d models from a 2d AutoCAD drawing or a photograph, detail level - from basic geometry models to fully-equipped photorealistic models Show less architecture & design: residential houses in the town area and in the countryside, restaurants and pubs with both indoor and outdoor seating, open-air fountains, pools and their surroundings in a wellness center, a warehouse and a workshop for iron - casting and processing, interior design of commercial and residential space, designing decorative iron fences and gates, furniture design (kitchens, shelves, chairs, beds, cabinets), pre-calculating the costs of the investments 3d Models: making… Show more architecture & design: residential houses in the town area and in the countryside, restaurants and pubs with both indoor and outdoor seating, open-air fountains, pools and their surroundings in a wellness center, a warehouse and a workshop for iron - casting and processing, interior design of commercial and residential space, designing decorative iron fences and gates, furniture design (kitchens, shelves, chairs, beds, cabinets), pre-calculating the costs of the investments 3d Models: making complete 3d models from a 2d AutoCAD drawing or a photograph, detail level - from basic geometry models to fully-equipped photorealistic models Show less

    • United States
    • Events Services
    • 300 - 400 Employee
    • Trade Show Booth Designer
      • 2009 - 2009

      Duties: design of trade show booths sized: 10x10ft, 10x15ft, 10x20ft, 20x20ft, redesign of competitor booths using Skyline modular elements, suggesting new ideas for a better quality of trade show booths, furniture design with Skyline modular elements, poster design, print preparations, printing large-scale posters and banners, working with lights, positioning lights 3d models and textures: complete 3d models and renders of structural elements with and without banners, modeling and rendering… Show more Duties: design of trade show booths sized: 10x10ft, 10x15ft, 10x20ft, 20x20ft, redesign of competitor booths using Skyline modular elements, suggesting new ideas for a better quality of trade show booths, furniture design with Skyline modular elements, poster design, print preparations, printing large-scale posters and banners, working with lights, positioning lights 3d models and textures: complete 3d models and renders of structural elements with and without banners, modeling and rendering furniture of her own design with modular elements Administration: assisting in administrative and commercial tasks, cooperation with the departments: sales, IT, environmental and warehouse Attended various courses/webinars on advertising and design Show less Duties: design of trade show booths sized: 10x10ft, 10x15ft, 10x20ft, 20x20ft, redesign of competitor booths using Skyline modular elements, suggesting new ideas for a better quality of trade show booths, furniture design with Skyline modular elements, poster design, print preparations, printing large-scale posters and banners, working with lights, positioning lights 3d models and textures: complete 3d models and renders of structural elements with and without banners, modeling and rendering… Show more Duties: design of trade show booths sized: 10x10ft, 10x15ft, 10x20ft, 20x20ft, redesign of competitor booths using Skyline modular elements, suggesting new ideas for a better quality of trade show booths, furniture design with Skyline modular elements, poster design, print preparations, printing large-scale posters and banners, working with lights, positioning lights 3d models and textures: complete 3d models and renders of structural elements with and without banners, modeling and rendering furniture of her own design with modular elements Administration: assisting in administrative and commercial tasks, cooperation with the departments: sales, IT, environmental and warehouse Attended various courses/webinars on advertising and design Show less

    • 3D Artist for Architectural Design and Visualization
      • 2003 - 2008

      Architectural design - working with the chief architect, designing on her own. - monumental and sacral architecture; a museum of ancient roman monuments and a necropolis - residential houses and apartment buildings in the town area and in the countryside - restaurants with both indoor and outdoor seating - open-air fountains - pools and their surroundings - warehouse and a workshop for iron-processing - interior design of commercial and residential space - decorative… Show more Architectural design - working with the chief architect, designing on her own. - monumental and sacral architecture; a museum of ancient roman monuments and a necropolis - residential houses and apartment buildings in the town area and in the countryside - restaurants with both indoor and outdoor seating - open-air fountains - pools and their surroundings - warehouse and a workshop for iron-processing - interior design of commercial and residential space - decorative cast iron fences and gates - furniture (kitchens, shelves, chairs, beds, cabinets) - pre-calculating the costs of the investments Show less Architectural design - working with the chief architect, designing on her own. - monumental and sacral architecture; a museum of ancient roman monuments and a necropolis - residential houses and apartment buildings in the town area and in the countryside - restaurants with both indoor and outdoor seating - open-air fountains - pools and their surroundings - warehouse and a workshop for iron-processing - interior design of commercial and residential space - decorative… Show more Architectural design - working with the chief architect, designing on her own. - monumental and sacral architecture; a museum of ancient roman monuments and a necropolis - residential houses and apartment buildings in the town area and in the countryside - restaurants with both indoor and outdoor seating - open-air fountains - pools and their surroundings - warehouse and a workshop for iron-processing - interior design of commercial and residential space - decorative cast iron fences and gates - furniture (kitchens, shelves, chairs, beds, cabinets) - pre-calculating the costs of the investments Show less

Education

  • University of Belgrade
    Master, Architecture
    2002 - 2008
  • Univerzitet u Beogradu / University of Belgrade
    Master of Architecture (M.Arch.), Architecture
    2002 - 2008

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