John Dyer

John Dyer Email and Phone Number

Technical Artist - HB Studios - 2K Games @ HB Studios
nova scotia, canada
John Dyer's Location
Greater Halifax Metropolitan Area, Canada
John Dyer's Contact Details

John Dyer personal email

About John Dyer

I am a 3D Generalist with ten years of experience. I have worked on many aspects of game art production, including environments, animation, rigging, shaders, tool scripting, pipeline development and leadership. I have lots of experience exploring new workflows or tools and teaching the rest of the team. I have worked closely with gameplay and graphics programmers to implement art assets and create flexible art pipelines that support artistic control, performance and ease of use.

John Dyer's Current Company Details
HB Studios

Hb Studios

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Technical Artist - HB Studios - 2K Games
nova scotia, canada
Website:
hb-studios.com
Employees:
94
John Dyer Work Experience Details
  • Hb Studios
    Technical Artist
    Hb Studios Jul 2022 - Present
    Canada
  • Hothead Games
    Senior 3D Artist
    Hothead Games Jul 2019 - Jul 2022
    Halifax, Nova Scotia, Canada
    I was a Senior Artist at Hothead, working on various areas of our games and teaching new artists in our pipelines and best practices. After Box Office Tycoon transitioned to live support, I became the lead artist on the project. I was the Lead Artist on a team of 6 for an unreleased project and a Technical Artist for another unreleased project.
  • Popreach
    3D Artist
    Popreach Mar 2018 - Jul 2019
    Halifax Nova Scotia
    I worked on several projects at PopReach as an environment and VFX artist.I often work closely with programmers to create game asset pipelines, such as a procedural map generator for our game Zombie Beach Party. I designed most of the environment tiles in the game and did many iterations on collision to get the game to feel just right.
  • Hothead Games
    3D Artist
    Hothead Games Apr 2015 - Mar 2018
    Halifax, Nova Scotia
    I worked on learning Hothead's in-house game engine and teaching the pipeline to the rest of the art team.I worked Killshot live support doing weapon models for first-person and helped build event levels for the game alongside the lead artist.I contributed to Killshot Bravo and was the environment artist for the PVP mode of Kill Shot Bravo. We built four maps with long-range 360-degree vistas. The maps needed to have enough detail to make enemies hard to spot while still appropriate for mobile hardware.On the project Mighty Battles, I worked with gameplay programmers to define how levels are constructed and established best practices for environments. I created many of the game's levels and trained other artists on how to build environments. I later moved on to VFX for the game. I worked with our graphics programmer to implement a new premultiplied alpha FX shader based on a GDC talk about Diablo 3. This shader uses layered noise to produce dynamic alpha and color in particle sprites. This shader allowed us to create motion inside the individual particles, reducing overdraw in particle systems by up to 50%. This shader became a core part of the game's style, and we used it in almost every aspect of the game, from VFX, environment FX, and the UI unit cards.
  • Orpheus Interactive
    Junior 3D Artist
    Orpheus Interactive Mar 2014 - Apr 2015
    Halifax Nova Scotia
    I worked on environments and props for the mobile game Sons of Anarchy: The Prospect.I crafted props for use in first-person game environments. Later on, during my time there, I was responsible for full environments, starting from short written or verbal outlines from the Creative Director.
  • Current Studios
    3D Artist
    Current Studios Jun 2012 - Oct 2013
    I worked as part of a team of artists on various mobile Augmented Reality projects. I completed projects for many clients, including Marvel, Disney, Warner Brothers, Nickelodeon, Absolut, Toyota, Mazda and Ford. I worked in many aspects of production including, Modelling, Texturing, Animation, Rigging, Lighting, Effects, Rendering and Compositing.
  • Ad-Dispatch
    Freelance Artist
    Ad-Dispatch Mar 2012 - May 2012
    I worked on environment and Prop creation, Character Rigging, and animation for mobile Augmented Reality apps.

John Dyer Skills

Texturing Maya Animation Rigging 3d Modeling Compositing Computer Animation Lighting Modeling Rendering Drawing Zbrush Photoshop Character Rigging Uv Mapping Character Animation Digital Sculpting After Effects Mental Ray Mudbox Low Poly Modeling Changing Environments Character Modeling 3d Animation Hard Surface Modeling Environment Modeling Texture Nuke Organic Modeling Facial Animation

John Dyer Education Details

  • The Centre For Arts And Technology
    The Centre For Arts And Technology
    3D Animation Production

Frequently Asked Questions about John Dyer

What company does John Dyer work for?

John Dyer works for Hb Studios

What is John Dyer's role at the current company?

John Dyer's current role is Technical Artist - HB Studios - 2K Games.

What is John Dyer's email address?

John Dyer's email address is jd****@****mes.com

What schools did John Dyer attend?

John Dyer attended The Centre For Arts And Technology.

What skills is John Dyer known for?

John Dyer has skills like Texturing, Maya, Animation, Rigging, 3d Modeling, Compositing, Computer Animation, Lighting, Modeling, Rendering, Drawing, Zbrush.

Who are John Dyer's colleagues?

John Dyer's colleagues are Carlos Reyes, Owen Mcintosh, Bryan Gorrie, Jaryl Cabal, Sean Fischback, Shaun West, Savanah Harris.

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