Drew Pace work email
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Drew Pace personal email
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I'll be returning to Universal Creative as an Attraction Designer once again at the end of this month. I worked on Epic Universe and can't wait to continue on new and exciting adventures!I was laid off from ILM a while back, one of the greatest VFX companies in the world and I absolutely loved working there! I was a VAD 3D Artist, or one that works in the Virtual Art Department. I created the content that goes on the volume wall for same day shooting backgrounds for film and television such as shows like Obi-Wan Kenobi or The Mandalorian. It was such an incredible experience and I'm so glad that I had the opportunity to work for them.I got my start in VAD work at Happy Mushroom (now Narwhal Studios) and was able to have a blast working on two announced television projects as well as several other works in development. I look forward to saying... I worked on that and listing those shows here.I've worked at Universal Creative in Orlando as an Associate Attraction Designer. I created fantastical worlds in a real world setting (and scale), which involves everything within a themed ride attraction such as the ride itself, environment props, characters, show set, retail, queue, bathrooms, etc. I use Maya, Photoshop and Unreal on a daily basis creating/visualizing one of the new worlds being created for Universal’s Epic Universe - the newly announced theme park. It was delayed because of COVID-19, but is currently back in production and will open in a couple years.I’ve used modern video game engines including Unreal, Frostbite and Unity and created content for the PS4, XBOX ONE, PS3, XBOX 360, WII, PC, Nintendo DS, PS2, Facebook and Mobile platforms. My shipped titles include: Madden ‘14, ‘15, ‘17, ’18, Madden Mobile, PGA Golf 2015, Crash Test Monkeys (Mobile), Risk Factions: Facebook, Monopoly Streets, NERF: N-Strike Elite, Family Game Night 4, Trivial Pursuit, Tale of Despereaux, Alvin and the Chipmunks and Outlaw Golf 2. I briefly worked at Turn 10 as a QA Vehicle Artist modifying/fixing highly detailed cars and upgrading shaders.I have also worked on 3D environments for Evolution Ventures (VR real estate sales), amusement park and ride designs at Dynamic Attractions and figurines for a sci-fi miniatures company in England.I’m a highly motivated, self taught 3D artist / video editor with a background in traditional art - drawing, painting and photography.
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Attraction DesignerUniversal Creative Mar 2024 - PresentOrlando, Florida, Us -
Senior Environment ArtistGhostpunch Games Jun 2023 - Jan 2024Fort Lauderdale, Fl, Us -
3D Vad ArtistIndustrial Light & Magic Sep 2022 - May 2023San Francisco, Ca, UsI was recently laid off from ILM, one of the greatest VFX companies in the world and I absolutely loved working there! I was a VAD 3D Artist, or one that works in the Virtual Art Department. I created the content that goes on the volume wall for same day shooting backgrounds for film and television such as shows like Obi-Wan Kenobi or The Mandalorian. It was such an incredible experience and I'm so glad that I had the opportunity to work for them. -
Senior 3D Environment ArtistHappy Mushroom Aug 2021 - Sep 2022Los Angeles, California, UsI worked as a Senior Environment Artist for a VAD (Virtual Art Department). I created/modified/edited environments and props for pre-production/visualization in movies and television. I worked in Maya and Unreal all day, every day as well as Zbrush, Substance and Photoshop. -
Vehicle Qa ArtistTurn 10 Studios Jan 2021 - Jul 2021Redmond, Washington, UsI reviewed new and past vehicles for the Forza Motorsport franchise. I tested them in game, made changes/edits to geo and textures and worked to ensure they met the high quality standards of the game. I was also involved in the large material/shader upgrade for the future release. -
Associate Attraction DesignerUniversal Creative Oct 2018 - Aug 2020Orlando, Florida, UsI helped design/create everything within a themed ride attraction from ride, props, characters, show set, retail, queue, bathrooms, etc. I have been working within Maya and Unreal daily for the past year and a half creating visualizations of the world environment with PBR textures, lighting, animation, etc. -
3D ArtistIronwood Manufacturing Company Nov 2017 - Oct 2018I was hired to produce renders of their hi-end toilet partitions for each client/quote, make instructional installation videos and layouts. I spend the majority of my time creating shop drawings for the pieces that are actually made. Jobs range from a couple of parts, all the way to 150 stalls/80+ page document. I’ve worked on almost 200 drawings since I started there. Precision is required and the parts have to be made to follow National and Local ADA Codes. Our clients have included Boeing, Expedia, Hard Rock Cafe, Houston Rockets, Olive Garden, Applebees, Marriott, Hyatt, Wrigley Field, YMCA and more. -
3D Environment ArtistElectronic Arts (Ea) Feb 2017 - Oct 2017Redwood City, Ca, UsI helped create, tune, modify and port stadiums for the extensive two year transition developing the game for a first time release in the Frostbite Engine. I worked with large 3D models from the FARO scanner as a base for modeling in game assets. I made whitebox geo for outsourcing, modeled full stadium exteriors, interiors, runout tunnels and props, created/modified PBR textures and did stadium light baking. My skills were also used to help make various assets for Madden ‘17 and I modeled and textured nine stadiums for Madden Mobile. -
3D ArtistDynamic Attractions Oct 2016 - Feb 2017I worked as a 3D Artist for about four months between contracts at EA. I was mostly George Walker's rapid prototyping guy A lot of the projects were only a day or two and consisted of various things he was doing for pitches. The larger projects I helped concept were the G.I. Joe vs. Cobra experience and an Asian themed attraction with the Golden Temple set/waiting line. -
3D Environment ArtistElectronic Arts (Ea) Oct 2015 - Oct 2016Redwood City, Ca, UsI helped create, tune, modify and port stadiums for the extensive two year transition developing the game for a first time release in the Frostbite Engine. I worked with large 3D models from the FARO scanner as a base for modeling in game assets. I made whitebox geo for outsourcing, modeled full stadium exteriors, interiors, runout tunnels and props, created/modified PBR textures and did stadium light baking. My skills were also used to help make various assets for Madden ‘17 and I modeled and textured nine stadiums for Madden Mobile. -
3D ArtistEvolution Ventures Llc Nov 2014 - Aug 2015Chicago, Illinois, UsI was part of a small art team at Evolution Ventures that consisted mostly of other previous EA contractors. Our team worked well together since we already knew each other and were used to tight production schedules. We created VR experiences for properties around the globe. They were mostly high end penthouses, resorts, hotels, housing complexes, etc. The purpose was for our clients to have the ability to show their customers real estate developments that had yet to be built or were in the process of being remodeled. They could walk through the bedrooms, bathrooms, kitchen, out onto the balcony, etc. and view the world as if they had purchased it. Our goal was to provide an immersive, lifelike experience that wowed and impressed. -
3D Character ArtistElectronic Arts (Ea) Tiburon Jan 2014 - Nov 2014Redwood City, Ca, UsFor my first contract at EA Tiburon (Orlando), I worked on Madden 25. I was hired on as a character artist, even though I had no previous character experience. I came so highly recommended by my contacts at EA SLC that they were willing to give me a try since they liked my get it done attitude and willingness to learn. I worked on player degradation, sideline characters, coaches, owners and four background characters that were cut because of time constraints. After working extensively on a broken crowd part system, the plug was pulled and in the final month and a half of production I was the only artist given the task of recreating the crowd will full mesh characters. It was the first time Madden had used a 3D crowd. It was previously done with cards that scrolled through image sequences. -
3D Character ArtistElectronic Arts (Ea) Tiburon Dec 2012 - Aug 2013Redwood City, Ca, UsFor my first contract at EA Tiburon (Orlando), I worked on Madden 25. I was hired on as a character artist, even though I had no previous character experience. I came so highly recommended by my contacts at EA SLC that they were willing to give me a try since they liked my get it done attitude and willingness to learn. I worked on player degradation, sideline characters, coaches, owners and four background characters that were cut because of time constraints. After working extensively on a broken crowd part system, the plug was pulled and in the final month and a half of production I was the only artist given the task of recreating the crowd will full mesh characters. It was the first time Madden had used a 3D crowd. It was previously done with cards that scrolled through image sequences. -
3D ArtistElectronic Arts (Ea) Salt Lake City Feb 2010 - Jan 2012Redwood City, Ca, UsI worked on Monopoly Streets and created a variety of 3D models and textures for the base player world, Monument and Future City (downloadable content). I also worked on Family Game Night 4, Trivial Pursuit, Risk: Facebook, various other Hasbro demos/prototypes and a Xbox Live game that was unfortunately shelved two weeks before shipping. -
3D Concept ArtistElectronic Arts (Ea) Salt Lake City Feb 2009 - Feb 2010Redwood City, Ca, UsHelped create videos, weapons, vehicles, enemy robots, environments and concept art for Nerf N-Strike Elite for the WII as well as creating content for several game prototypes. -
3D ArtistSensory Sweep Jul 2007 - Nov 2008I was a environment/prop artist on Alvin and the Chipmunks and Tale of Despereaux and several other prototypes/demos.
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Dept. Manager And VideographerImagine Learning Jun 2004 - Mar 2005Scottsdale, Arizona, UsImagine Learning is a company creating and providing award-winning educational software to more than 100,000 students in schools across the United States and around the world. I helped develop, direct, film and edit videos for language instruction and hundreds of video clips for testing. -
Environment ModelerNorth Powder Digital Jan 2004 - Mar 2004This is where it all began as Curt Liddle, a long-time friend and colleague provided me with a great opportunity to start learning 3D and create levels for Outlaw Golf 2.
Drew Pace Skills
Drew Pace Education Details
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Ricks CollegeFine Arts - Photography
Frequently Asked Questions about Drew Pace
What company does Drew Pace work for?
Drew Pace works for Universal Creative
What is Drew Pace's role at the current company?
Drew Pace's current role is Attraction Designer.
What is Drew Pace's email address?
Drew Pace's email address is dpace@ea.com
What schools did Drew Pace attend?
Drew Pace attended Ricks College.
What skills is Drew Pace known for?
Drew Pace has skills like Maya, Texturing, Xbox 360, Zbrush, Photoshop, Video Games, 3d Modeling, Wii, Game Development, After Effects, Uv Mapping, Social Games.
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