Masters of Arts in Education – Argosy University- Santa Ana, California (In Progress)
Bachelor of Science - Media Arts and Animation-September 22, 2005-The Art Institute of California– Orange County, Santa Ana, California
Continued Education
Gnomon School of Visual Effects (Hollywood CA)
Gnomon Workshop (Online Course Study)
Game Developers Conference Attendee 2002-2010 (San Jose & San Francisco CA)
Autodesk University 2007-2010 (Las Vegas NV)
CGSociety & CGWorkshops Online Course Study and Training
Eat3D Online Video Training
Employment
InXile Entertainment
Senior Environment Artist & Level Designer on Hunted: The Demon's Forge. Crucible: A User Generated Content Dungeon Creator in Hunted: The Demon's Forge. Sony Playstation 3, Microsoft Xbox 360 and PC Development.
Designing/ World Building in UNREAL 3 Engine
Created all level design layout for pre development for inXile Entertainment’s Hunted: The Demon’s Forge-Crucible. Created Low and high poly models
Created opacity maps and Level Of Detail (LOD) objects for use in: Hunted: The Demon’s Forge
Asset creation and 3d Modeling In Autodesk 3ds Max
Modular World creation
In-Game Lighting for Hunted: The Demon's Forge Crucible-User Generated Dungeon Editor
Low and high poly modeling
Zbrush Sculpting for in-game assets
Shader and FX creation in UNREAL 3 Engine
Level/collision optimization
(May 2010 to Feb, 2011)
The ATOMIC Café
Owner/Lead Designer and Writer-Head of a team of dedicated Video Game Fans on a Quest to make the Ultimate Mods For Games Such as Fallout 3 From Bethesda Softworks and The Elder Scrolls Video Game Series (TES V: Skyrim Mod Dovahzaan Currently in Production)PC Development.
Writer and Project Director
Designing/ World Building in TES Construction Kit/Fallout 3 Editor: G.E.C.K.
Use of Photoshop to create textures
Asset creation and 3d Modeling In Autodesk 3ds Max
Modular World creation
In-Game Lighting
Low and high poly modeling
Zbrush Sculpting for in-game assets
Shader and FX creation in TES Creation Engine
(May 2009 to Present)
Art Institute Orange County
College Instructor–Video Game Art and Design. 3ds Max Modeling for Video Games. 3d modeling and texturing. Advance Level design and development, Creative Writing and Story Development. Created and Implemented Game Art & Design/ Video Game Programming 5th and 9th Quarter Reviews.
Classes Taught:
GA3313 - Designing 3-D Environments
Course Description: Most levels of popular games are designed as building interiors and contain characteristics common to interior design layouts. This is also true of the film world. This course provides the opportunity for students to create architectural interiors representing houses, buildings, and entire worlds contained under a roof, in which to place their characters.
GA4422 - Senior Project II
Course Description: Students continue work on their game prototype, incorporating all elements that they have acquired through the program.
GA2212 - Game Modeling & Animation
Course Description: Real-time 3D animation requires a thorough understanding and ability to create scenes and characters in such a way as to minimize the time it takes for a computer to redraw the scene as it moves in a game. Students will learn low-polygon creation techniques using industry-standard 3D modeling software and computers.
MA1134 - Principles of 3D Modeling
Course Description: The basics of modeling can be used to not only open the door to modeling for the beginner but can also be solely used to create the most complex models that exist in movies and video games. Students will learn the principles behind 3D modeling that will not only open the door to modeling in 3D Studio Max, but will also pave the road to use all other modeling programs.
GA3512 - Mapping for Games:
Course Description: This class covers the creation of texture art for 3D video game environments, assets, and characters. Students will learn how to understand and apply UVW mapping coordinates and to create textures and skins using digital cameras, scanners, and digital painting techniques. Students will explore using reference material and the application of color and design theories for visual consistency. Projects will deal with the correct use of size, scale and detail, working with a grid system, and applying aging techniques to textures. Students will also examine the importance of texture art as a visual storytelling device and as a vehicle for applying environmental clues in game environments
GA2211 - Hard Surface & Organic Modeling
Course Description: This course covers advanced modeling techniques used for building organic and hard surface objects and environments.
MA2212 - 3D Camera Techniques
Course Description: Explore the 3DMAX interface and learn basic interface camera commands. Presenting Images, Film Language, Aesthetics. Basic and Advanced camera placement and understanding of the relationship between the audience and the scene Terminology of camera angles and camera movements. Digital Cinematography.
FS497 - Portfolio II
Course Description: This course focuses on the completion of a student’s portfolio and enables the student to begin their career search. Students will present work for the portfolio and will review and determine the quality of the work and make any enhancements necessary. The student will also complete a professional resume and extensive job search.
(May 07- May 2010)
Laguna College of Art and Design – College Instructor
Classes Taught:
GA305 - Lighting and Texturing for Games
Course Description: Create professional-quality lighting and textures for real-time game environments through hands on training. The course will focus on what it takes to create believable game worlds including tips, tricks and tools of the trade. Application of texturing maps to 3-D models through basic UV layout. The course is focused on the artistic and technical aspects of game textures and lighting. How textures, color and lighting can create emotion in a scene and how it affects the player's game play experience within a given game design. Students use 2D photo/painting tools to gain an understanding of scanning for texture mapping techniques, image manipulation and texture creation.
GA405 - Advanced Lighting and Texturing
Course Description: Create different lighting conditions for game environments using real-time game lighting techniques and texturing. Develop a strong understanding of texturing and lighting for games.
Dodge College of Film and Media Arts-Chapman University
Adjunct Professor.
Classes Taught:
FTV 120 - Overview of Digital Arts
Course Description: An introduction to the world of digital imagery, visual effects and animation, focusing on their history, current status, and effect on film, television, and other media and on the issues that relate to the digitalization of our culture such as intellectual property, personal privacy, and related ethical questions. Students will create projects which combine the elements of story with computer generated visual effects.
(August 2009- December 2009)
Gnomon Workshop/ Gnomon School of Visual Effects- Instructor, resident artist.
Classes Taught:
3d Modeling/Texturing
Sculpting-2d Art for 3d Art
Courses Description:Create custom-made 2D texture maps is fundamental for a 3D artist. In this course students learn about different artistic styles, levels of craftsmanship (handmade, manipulated scanned imagery and 3D compositing), repetition structures, and tileable and seamless motifs. Learn also the secret behind any good texture art: the layering technique, where overlapping elements form rich and beautiful work. Use of Zbrush to create Flat and 3d Rich Textures.
(February 2009 to August 2009)
Specular Interactive-Senior Artist and Level Designer-Management of 3D art assets; Creation of 3D level design and assets for in game environments, lighting and particle effects, and concept designs for Arcade Title H2Overdrive.
Designing/ World Building in Proprietary Game Engine-FANG
Created animation pipeline for Project
Asset creation and 3d Modeling In Autodesk 3ds Max and Autodesk Maya
Concept Art Painting
Modular World creation
Low and high poly modeling-Creation of all Environment Models and Vehicles
Zbrush Sculpting for in-game assets
Shader and FX creation in Proprietary FANG Game Engine
Level/collision optimization
(October 1, 2007 – March 22, 2008).
Blizzard Entertainment –Lighting & Environment Artist. Creation of all in game lighting reported directly to art director. 3D level assets and models for in game environments. Concept design for Starcraft Ghost (canceled project); pre-development and concept design for Starcraft 2. Sony Playstation 2, Microsoft Xbox and PC Development.
Designing/ World Building in Proprietary Blizzard
Created pre-planning level design lay outs and overall look of the environments for all multiplayer maps while at Blizzard Entertainment for Starcraft Ghost and created concept art for pre-development for Starcraft 2.
Entertainment Game Engine
Asset creation and 3d Modeling In Autodesk 3ds Max For All Multiplayer Levels for Starcraft Ghost
Concept Art Painting for Starcraft Ghost and Starcraft 2
Modular World creation
Low and high poly modeling-Creation of all Multiplayer Levels and their Environments and Vehicles
All Multiplayer In-Game Lighting and Visual Effects/Particle Systems.
Zbrush Sculpting for in-game assets
Shader and FX creation in Proprietary Blizzard Entertainment Game Engine
Level/collision optimization
(September, 2005 – October, 2006).
Shiny Entertainment- Freelance Technical Artist and designer- Integration of existing 3D elements combined with the creation and maintenance of art assets for The Matrix, Path of Neo. Sony Playstation 2, Microsoft Xbox and PC Development.
Designing/ World Building in Proprietary Shiny Game Engine: Edward2
Asset creation and 3d Modeling In Autodesk 3ds Max
Modular World creation
Animation Scripting and Character Modeling
3D modeling-Creation of Levels and their Environments and Vehicles
User Interface and Menu Design and Visual Effects
3d Mesh Collision Optimization and Level/collision optimization of destructive objects
(Feb 2005 – September 2005)
STRENGTHS:
Absolute Passion for video games, art and film
Very Strong Teaching and Leadership Skills
Level Design
Environment Concepts
Environment & Prop Modeling
World Building
Art-Team & Asset Management
Superb verbal and written communications skills
Extremely Enthusiastic Team Player and self motivated
ImagineFX Magazine: Best Of 2009 Professional Art Issue
CG Society Award: Featured Artist-2008
Testimonials:
“Johnnie Estill was the most knowledgeable industry experienced teacher that AI: OC had at the time for game art. His level of skill for game asset creation and development rival those of long time industry veterans, yet it has not waned and is not only still competitive, but highly sought after. As a student, studying under Johnnie changed my expectations for myself. He showed us the other side, and constantly reminded us of what we would soon be up against. He continued to support each student in the ways that would help their individual growth the most. He always gave it to us straight without filter and for that, we as students were that much more prepared after graduation.” March 18, 2009
Larry Charles, Jr., Student, Art Institute California - Orange County,
studied with Johnnie at Art Institute of California-Orange County
Johnnie is by far one of, if not the biggest inspirations to me as a student here at Ai. He's the guy I and everyone else wants to be. He's helped shape me into the 3D artist I aim to be, as well as continues to push me further in my studies so as to achievement the best possible work I can create. I look forward to the rest of my time under the wing of Johnnie and know only more and more good shall come of it.” March 11, 2009
Brad Boyles, Student, the Art Institute of California-Orange County,
studied with Johnnie at Art Institute of California-Orange County
“Working with Johnnie was a pleasure, having someone with the experience and know how to get things done and correctly the first time is valuable asset. I really enjoyed being able to give an idea and have him run with it and come back with sheer awesome. I never had a worry about the outcome of the art while working with Johnnie. Having someone with the dedication and background to meet my artist needs with little to no supervision and trust that the outcome will be above and beyond is what every designer wants in their toolbox.” March 24, 2011
Jairo Silva, Lead Level Designer on Hunted: the Demon's forge, inXile Entertainment
worked directly with Johnnie at inXile Entertainment.
“When it came to learning new things, Johnnie was one of my go-to guys for help and answers. He is extremely knowledgeable in game design and environment art. He was always eager to answer my questions, and while I was trying to learn new things, I knew that Johnnie would be the first person to offer assistance. Johnnie was also the first at work every morning, which is probably a contributing factor to the fantastic environments that he built for inXile. The work he put into the game really shows, and I can say without a doubt that his art and design work exceeded almost everyone else’s. I really appreciated working and learning from Johnnie, and I would be honored to work with him again.” March 15, 2011
Nate Barber, Quality Assurance, inXile Entertainment
worked with Johnnie at inXile Entertainment
“Johnnie has a great work ethic and was always the first one in the office in the morning. Combine that with his great artistic talent and you have an outstanding team member you can count on to deliver fantastic results. I'd be very pleased to work with him again someday.” February 24, 2011
John Alvarado, Technical Director, inXile entertainment
worked directly with Johnnie at inXile Entertainment
“When comes to lighting, I personally love his work. He once gave me 20 minutes of understanding the lighting; I learned more than I ever learn from anyway! =) His artwork is just amazing!” April 10, 2006
Tau Peng Lim,
worked with Johnnie at Blizzard Entertainment
I was lucky enough to have one of Johnnie’s first classes when he made his proverbial return to teach at AI-OC. I always looked for Johnnie's classes because they were fun and I learned more from him than any other teacher at AI. He never had a problem going above and beyond to help one of his students, I always appreciated that because it always pushed my work farther than I thought it could go!” April 28, 2009
Daniel Martinez, Student, Art Institute of California- Orange County,
studied with Johnnie at Art Institute of California-Orange County
Johnnie is a great instructor. My modeling techniques increased exponentially as a result of his lectures and my workflow became far more efficient. My work has markedly improved as a result of his class and he is always willing to help out a student to further their education.” March 9, 2009
Patrick Brousard, Student, Art Institute of California Orange County,
studied with Johnnie at Art Institute of California-Orange County
“Johnnie is a person that changes your life. As a teacher, he talks to you as an equal, and a friend. Johnnie's knowledge of 3D and traditional art, make him a key player on any team. He wants his students to be the best that they can be. If a studio was to make a clone army, he would be the first model.” December 9, 2008
Jackie Hoj, Student, the Art Institute of California-Orange County,
studied with Johnnie at Art Institute of California-Orange County
“As a friend, colleague and alumnus of The Art Institute of California – Orange County, I have worked closely with Johnnie Estill on many occasions. Johnnie is a dedicated teacher and professional that always gives of himself to whoever needs his knowledge and support.” October 30, 2007
Jim Rivers, Career Services Advisor, the Art Institute California-Orange County
worked directly with Johnnie at Art Institute of California-Orange County
On every phase of the creative process, from early brainstorming to content creation, Johnnie constantly shows a level of creativity and skill that impresses even a 10 year veteran like me. Johnnie openly pulls from his deep reservoir of artistic knowledge, games, books, movies, and personal experiences to create compelling environments and awesome creatures. His passion, technical know-how, and deep understanding of the latest tools are completely evident in the speed by which he achieves his visual creations. I can honestly say that Johnnie is one of the most well rounded, technically-solid digital artists that I know. His creativity and professionalism is overshadowed only by his genuine and likeable character. Time after time our Blizzard art and design team come to count him for answers to technical and artistic questions. He exemplifies the consummate artist who honestly expresses himself through his creative work."
-Gary Carbonell, Senior Environment artist, Blizzard Entertainment
"During the time at Blizzard Entertainment, Johnnie proved to be a greatest asset to our development team. Without Johnnie's artistic skill, creative vision and enthusiasm I feel the team would not have reached its full potential. He is very knowledgeable of old, current and new technologies and he has a vivid and contagious passion for video games and in keeping up to date with digital art content creation techniques from film and video games. He can communicate ideas extremely well both verbally and artistically. He is a pioneer in all aspects of digital artwork creation so I absolutely recommend Johnnie Estill with no reservations."