|Vitaliy Naymushin - Character Artist
July 2009 - Present Blizzard Entertainment
2013-Present Senior Character Artist - working on Diablo 3.
2009-2013 Senior Character Artist - working on Blizzard's next gen MMO.
July 2006 - June 2009 id Software
Character Artist - I worked on RAGE for 3 years, during most of that time I was the sole dedicated character artist. I've worked on every facet of character production, excluding rigging and animation. Worked closely with animators to develop a pipeline for bringing the highest quality characters into the game. Later involved in critiquing and managing of character asset outsourcing as well as acting as an advisor and reviewing character assets for Doom 4
March 2005 June 2006 Ritual Entertainment
Character Artist Created all of the characters for a canceled doom 3 engine game, also helped with weapons, vehicles and environmental pieces, also created models and textures for characters in SiN episodes. Modeling (high and low polygon), unwrapping, generating normal maps, texturing, characters weapons and environmental assets, working with animators, programmers and level designers. Worked with the Doom 3/Quake 4, Source, and other proprietary engines, helped establish a next-gen pipeline and trained other employees.
June 2004 October 2004 Terminal Reality Inc.
3d Artist Created ingame kill puzzles, environmental pieces and props for Bloodrayne 2, also helped with creating characters for Demonik (currently canceled). Worked under console (ps2/xbox) limitations, modeling, unwrapping, texturing of realistic environment pieces and characters.
May 2006 - June 2006 Bethesda Softworks
Contract Character Artist I was contracted to create next-gen monsters for Elder Scrolls 4: Shivering Isles, the Gatekeeper, the flesh atronarch, hunger and a few others. All work was done using 3dsmax, Zbrush 2.0 and Photoshop.
May 2005 - June 2005 Obsidian Entertainment
Contract Character Artist I was contracted to create high polygon source models for the main character costumes for Neverwinter Nights 2. Used zbrush 2 and 3dsmax.
October 2004 February 2005 Bethesda Softworks
Contract Character Artist I was contracted to create next-gen characters, artifacts and statues for Elder Scrolls 4: Oblivion. All work was done using 3dsmax, Zbrush 2.0 and Photoshop. Duties included modeling (highpoly and lowpoly) unwrapping, generating normal maps, texturing, importing assets into the engine. Some of the assets i have created were seen in magazines, screenshots and trailers for the game.
April 2004 June 2004 Streamline Studios
Contract 3d Artist I was contracted to create high polygon cinematic quality vehicles and weapons for Ghost Recon 2 cinematics and commercials. Inorganic modeling using 3dsmax.
December 2003 April 2004 Liquid Development
Contract 3d artist I was contracted to create vehicle textures for a game called Armored Titans (fate of the game unknown, presumed to be canceled)
November 2003 - June 2004 eSim Games
Contract 3d artist I was contracted to create realistic tank models and textures for a tank simulation game called Steel Beasts 2. Modeling, unwrapping, texturing using 3dsmax.
Bloodrayne 2 PS2, Xbox, PC
Ghost Recon 2 PS2, Xbox, Gamecube
Elder Scrolls 4: Oblivion Xbox 360, PS3, PC
Elder Scrolls 4: Shivering Isles - Xbox 360, PS3, PC
Sin Episode 1: Emergence - PC
Enemy Territory: Quake Wars - Xbox 360, PS3, PC
Rage - PC, Xbox 360, PS3
Diablo 3: Reaper of Souls - PC
3DSMax, Maya, Protoshop
Mudbox, Zbrush, 3d Coat
Deep Exploration, Crazybump
Alienbrain, Visual Source Safe, Perforce
Mercy College NY 2003 - 2004 Computer Arts Major
Long Island University 2002 - 2003