Advanced 3D modeling and Sculpting.
Creating and maintaining Shader Library systems for visualization production pipelines.
Technical rigging and animation using 3D animation software.
Capable of providing direction for pipeline efficiency.
Encourages a creative and design-centered focus.
Expertise in both real-time and
3D Modeling and Animation
Expert understanding of real-time game engines and their technical frameworks. E.g. Unity and Unreal
Realistic lighting and rendering for 3D scenes
Complex shader authoring
Modo, Maya, 3dsMax, ZBrush, Photoshop, Substance Designer & Painter, Quixel Suite, Photoshop, the Unreal Engine and the Unity Engine.
My name is Alex Jamerson, born and raised in Indianapolis, Indiana in the United States of America. Growing up with a fascination with film and video games, I became obsessed with learning how these products are made. This led me to attend and graduate from reputable Vancouver Film School in 2010, and afterward, landing a job at Microsoft working on the Forza Motorsport franchise for Xbox and Windows PC which got me started on my path of professional creativity and design.
My love of storytelling and technical development ended up leading me toward a new obsession with industrial design. Much of my spare time is spent sketching products like gaming peripherals, speakers, motorcycles and more, which usually lead to creating fully featured and real-world applicable products in 2D and 3D renderings.
I have over 5 years of experience in the video game industry as a 3D artist, and I have helped ship 6 AAA Xbox And Windows titles.
June 2018 - Present
My responsibilities at TEAGUE have varied. Much of the work my team does is conceptual renderings of interior designs for Boeing and its affiliates. Much of my work was utilized in Virtual Reality scenes using equipment such as the HTC Vive, the Samsung Gear VR, and Oculus headsets.
I helped build out full 1:1 scale realistic environments in Unity, constructing models, lighting the scenes, building materials. I also worked with teams on creating illustrative work in offline renderings, creating high-poly models with photo-realistic materials, composing shots with cameras and lighting these scenes.
Turn 10 Studios through Aquent
January 2012 - September 2017 (5 years 9 months)
I started on Forza Motorsport 4 DLC, and moved onto Forza Horizon and some of its DLC (a lot of work on the Rally Pack), Forza Motorsport 5 and DLC, Forza Horizon 2, Forza Motorsport 6, Forza Horizon 3, and the yet to be released Forza Motorsport 7.
I modeled many assets for and on the cars, rigged and animated controls for things like the steering wheels, gauges, doors, and more, created lighting effects for headlights and taillights, created textures and materials for every part of the cars, created driver animations, and handled other specific technical tasks related to car development in Forza.
Vancouver Film School
3D Animation & Visual Effects
Graduated Class of 3D84 in 2010
Designer and Artist
What I'm currently reading:
The Design of Everyday Things
Leonardo Da Vinci (Walter Isaacson)
Syd Mead: A Future Remembered