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Jaemus Wurzbach
Character Artist
Austin, United States

Summary

I am a character artist. I work on Characters, Vehicles and Weapons, usually in a realistic state, to be used in games.

Experience

  • Principal Character Artist at Aspyr Media
    Austin, TX, United States of America
    January 2020 - Present

    Created art content for Star Wars Knights of the Old Republic: Remake. Artwork to be used in the Unreal 5 engine. Art content included Hi-Poly meshes, in-game meshes, and textures. Working closely with our Outsource Studios to ensure that the art quality levels are met, and that they can be correctly integrated.

  • Principal Character Artist at Bioware
    Austin, TX, United States of America
    July 2016 - November 2019

    Created art content for Anthem. Created artwork used in The Frost Bite engine. Art content included Hi-Poly detail meshes, in-game meshes, and textures. Content primarily composed of Player Exo suits and vanity packs for them, as well as NPC’s and Enemies. Worked closely with X-Art to ensure outsource quality was met and that problems in the pipeline were addressed.

  • Senior Character Artist at 343 Industries (Microsoft Game Studios)
    Kirkland, United States of America
    October 2011 - March 2016

    I create art content for Halo 4 and Halo 5 - Guardians. Designed artwork used by a proprietary engine. Art content included Hi-Poly detail meshes, in-game meshes, and textures. Content includes combat, ambient, and crowd characters, vehicles, as well as multiplayer, and enemy armors. Also worked with outsource venders to ensure quality was met.

  • Senior/Lead Character Artist at BioWare Edmonton (Electronic Arts)
    Edmonton, Canada
    May 2005 - September 2011

    Senior Character artist on Mass Effect and later Character Art Lead on Mass Effect 2 and 3, a science fiction 3rd Person Shooter/RPG. Developed art content used in the Unreal 3 engine, including Hi-Poly detail meshes, in-game meshes, textures and in-engine shaders. Set the bar for art quality, and ensured the other artists met that standard. Content included Player/Henchmen characters, crowd characters, heads, armors, weapons, and vehicles. Trained new artists and taught them the Mass Effect workflow. Coordinated my team’s activity with Animation, Systems Design, and Programming departments.

  • Artist at Timegate Studios
    Houston, United States of America
    January 2004 - February 2005

    Developed artwork for Atari’s Axis & Allies, a World War II real time strategy game. Created models, textures, and animations for most of the game’s nation specific buildings. Also contributed various units, native buildings, and doodads. Created the options screen GUI. Instrumental to design and development the Axis & Allies metagame World Map and props. Other tasks included concepting, modeling, rigging, texturing, and animating various characters as well as buildings for multiple game demos.