Work I did for Independence Day Extinction.

bliss lane

❣ Chile in a Photography ❣

if i look back, i am lost
KIROKAZE
The Bright Sessions
tumblr dot com
Fai_Ryy
Cosmic Funnies

Game Changer & Make Some Noise
Sweet Seals For You, Always

No title available

gracie abrams

Jimmy Eat World
🩵 avery cochrane 🩵
The Bowery Presents
untitled
Not today Justin
Interview Vampire Daily
🪼
macklin celebrini has autism
seen from Bangladesh
seen from Türkiye

seen from United Kingdom
seen from Austria
seen from United States

seen from United States

seen from Germany
seen from Ukraine
seen from Germany
seen from Japan

seen from Türkiye
seen from United Kingdom
seen from Puerto Rico
seen from United Kingdom
seen from United States
seen from Bangladesh
seen from Portugal
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seen from Türkiye

seen from Türkiye
@seannakamura-portfolio
Work I did for Independence Day Extinction.
Independence Day Extinction mobile game
Role: Senior 2d 3d Artist
Duties: Maintain brand consistency with FOX Digital Entertainment, Visual Development, 3d modeling, Texturing, Animation, Rigging, Prototyping, Manage outsourcing, Look development, Unity 3d, VFX, cut scenes and 3d map.
Artwork for unreleased game called Heroes Crash a rpg game
Role: Senior 2d 3d Artist
by Sean Nakamura
Sean Nakamura 3d Modeling Demo Reel
Characters for a unreleased game
Things I did:
Lead Artist
Directed external Artists
Created and defined a universal female face (model, textures, Uv)
Handled the rigging pipeline, utilizing a universal custom skeleton, retargeted in Maya Human IK, then used Unity Mecanim to hook up animations
Look Development for all characters (Textures, proportions, shaders)
Workflow: Maya, Human IK, Photoshop, Unity, Mecanim
Characters for a unreleased game
Things i did:
Lead Artist
Directed external Artists
Oversaw the rigging pipeline
Used a universal custom skeleton to be used for all characters ingame. Used Human Ik in Maya to retarget joints.
Look Development of characters ingame (shaders, lighting, proportions, texture adjustments)
Workflow: Maya, Human IK, Photoshop, Unity 3d, Mecanim
Adventure of Nom marketing art.
click on High res to view larger
Role Lead Artist
Directed external artist
Adventure of Nom map ingame on device.
Softwares used: Unity 3d, Maya, Photoshop and Texture packer
Role Lead Artist
Adventure of Nom main map
Map was modeled in Maya 2016
Textures were painted in Photoshop cs6
Textures were compressed to 1024x1024 in unity
Ocean and particles were created in Unity 3d
poly count: 3629
created by Sean Nakamura
Adventure of Nom game for ios / android
Role Lead Artist
Things I did:
Visual Development of the world and game levels
3d modeling for characters, levels and map
Directed external artists and modelers
VFX and particles
Level Designs
Unity integration, built scenes and prefabs
Worked with engineers to create tools
Animation and rigging
2d assets
Adventure of nom game
Role Lead Artist
Things I did:
Visual Development for all the levels
Design Documents
Level Design
3d modeling
textures and UV
create game mechanics
game play
directed external artist
Unity 3D, set up scenes, create prefabs, hooked up characters with mecanim, particles and vfx
Dark Helmet turnaround
Dark Helmet 3d model from Spaceballs
Maya and Photoshop workflow
Created by Sean Nakamura
"Wabbit & Robots" Visual Development
youmeverse game on ios and android
all work posted was created by Sean Nakamura
Visual Development "Ruslan & Ludmila"
Character Design