Jason Kane work email
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Jason Kane personal email
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As a senior creative leader with over 25 years of experience in 3D art, creative direction, and technical development, I have contributed to industry-defining projects across AAA games, film (including The Hobbit trilogy), and automotive HMI (in next-gen Ford electric vehicles). My expertise lies in leading multidisciplinary teams to deliver immersive, high-quality digital experiences from concept through to final delivery.I have a proven track record in leading creative initiatives, mentoring global teams, and developing innovative real-time solutions. My recent work includes spearheading the design, development, and integration of real-time 3D environments, interactive HUDs, and real-time systems for advanced vehicle interfaces, which are now featured in high-profile 2024 Ford models like the Mustang Mach-E and Bronco EV.I specialize in combining artistic vision with technical expertise—including shader programming (GLSL, HLSL), Python automation, and C++ development—to optimize workflows and create cutting-edge solutions. I also have extensive experience in game design and environmental storytelling, with a deep understanding of lighting, rendering, and visual composition.Known for my ability to collaborate across departments, I excel in stakeholder management and project ownership, ensuring that creative and technical objectives are consistently met on time and within budget. I’ve successfully led projects with both small, agile teams and global cross-functional teams, delivering exceptional results for major clients like Activision Blizzard, Ford, and Warner Bros..I am currently seeking opportunities where I can drive creative innovation and lead transformative projects that push the boundaries of game design, immersive media, and interactive technologies. I am particularly passionate about working with forward-thinking teams in gaming, automotive, or next-gen digital experiences, where my skills in creative strategy and cutting-edge technical solutions can have the greatest impact.
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Senior Character ArtistStardockFarmington, Mi, Us -
Creative DirectorOnyx Eel Games May 2024 - PresentFounding an indie game dev company to support the development of a key IP that is garnering interest from fans. Still a bit stealthy. More to come soon.... -
Lead Technical Artist - Software EngineerVisteon Corporation Dec 2018 - Mar 2024Greater Detroit AreaCoding and designing interfaces for automotive cockpit electronics via scripting, custom GLSL shader code, UI design, 3D modeling, Autodesk Maya, Blender, Kanzi, real-time rendering, lighting, mathematics, and engineering behavioral expressions for a diverse range of well-known upcoming production vehicles. Applying video game and feature film industry experience to the automotive design process to help create exciting and purposeful information for the driver.Representing the company by presenting work to clients, assisting with project planning estimates, and aiding in the hiring process by participating in applicant interviews.Visteon Corporation is a global fortune 500 company that serves as a tier one supplier to a broad range of major automotive manufacturers. -
Feature Film Senior Organic & Hard Surface ModelerImage Engine Design Inc. Dec 2017 - Aug 2018Vancouver, Canada Area3D modeled characters for Hollywood films utilizing Maya, ZBrush, and Wrap3. Created muscle models for the character deformation pipeline. Designed creative character concept anatomy based on film director's feedback. Built blend shapes to drive facial animation of well-known actors in Hollywood feature films.Fantastic Beasts : The Crimes of GrindelwaldModeled human anatomy for actors contributing to the morphing of Johnny Depp. Modeled blend shapes for creature anatomy.SkyscraperModeled environment objectsJurassic World: Fallen KingdomModeled environment assetsModeled components of creature anatomy -
Ceo / Creative DirectorKitmoda - Cg Community And Marketplace Aug 2014 - 2017Farmington Hills, Mi• Created central IP for an e-commerce marketplace and social web application.• Planned strategic deployment of a multi phased marketing strategy.• Hired and managed software engineers during the development of a large scale custom web application.• Created all front end UIX including CSS for company's web application along with designing back end algorithms to handle intelligent detection of and response to user behavior.• Designed video, web, and print marketing materials using the Adobe Creative Suite.• Negotiated and managed contracts with engineers, artists, and writers.• Coded custom procedural art generators in Python.• Built a novel proprietary CSS cleaning tool in Python to compress redundant properties across multiple CSS files.• Made live marketing presentations in front of groups to promote the product.• Created marketing videos by writing scripts, storyboarding, casting talent, building custom camera gear, designing sets, finding locations, filming, and editing projects.
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Digital Sculpture Lecturer At The University Of Michigan / Freelance Cgi ArtistUniversity Of Michigan 2013 - 2014Farmington Hills, Michigan• Designed and taught a digital sculpture class to undergrad students at the University of Michigan. • Initiated a merger between traditional anatomical sculpture education and digital by encircling a live model with students sculpting them in Mudbox (A digital sculpture application). • Taught students the structure of human musculoskeletal anatomy as it applies to classical anatomical sculpture in the Renaissance tradition.• Elevated students from no knowledge of 3D modeling to sculpting amazingly lifelike digital sculptures in just one semester.• Distilled the notoriously complex ZBrush software to provide students with a complete knowledge of advanced ZBrush techniques.• Created visualizations for third party engineering companies as a contractor while serving as a professor. -
Weta Digital - Digital Sculptor And Modeler For The Hobbit FilmsWeta Digital Mar 2012 - Feb 2013Wellington, New Zealand• Designed initial goblin anatomy for the Hobbit film's Goblin horde per HOD's direction via digital sculpture software such as ZBrush and Mudbox.• Worked along with a team of artists to build goblin anatomical variants of creature anatomy for the film.• Modeled gear, wardrobe, and weapons for digital doubles and creatures.• Created cloth simulation assets for digital doubles by reverse engineering patterns in CGI utilizing Marvelous Designer.• Modeled architecture for the film with Autodesk Maya. -
Character Artist / Lead Lighting ArtistHuman Head Studios May 2009 - Jun 2012Madison, Wisconsin Area• Modeled character and creature anatomy for Prey 2 including the character "Tommy" along with several aliens that were prominently featured within the project's marketing using ZBrush, Maya, and Photoshop.• Designed the look development and visual atmosphere of the project by lighting levels, controlling post effects, placing effect emitters, controlling light falloff, and placing emissive objects throughout levels.• Placed IBL nodes throughout the map and was responsible for rendering lightmaps.• Optimized lighting based cost on the renderer by controlling bounds of lights and working with tool developers to create necessary editor enhancements.• Worked with the lead graphics programmer as a lighting art liaison to implement game engine rendering features and editor tools to enhance the quality of the visuals.• Lighting and game atmosphere artwork was well received by fans and journalists at the E3 expo. -
Contract Digital Sculptor / Character ModelerId Software Apr 2009 - Jul 2010• Modeled extremely detailed character models for the AAA game Rage.• Designed components of the characters in 3D per feedback from outsource manager.• Created a fully destructable 3D character asset with multiple layers of damage states.• Modeled and UV unwrapped low poly assets.• Rendered relevant lighting and normal map passes for characters. -
Assistant Art Director / Senior ArtistRaven Software Jun 2006 - May 2009Madison, Wisconsin Area• Created primary characters and creatures for Wolfenstein.• Interviewed, trained, and tasked members of the modeling team on Wolfenstein while serving as an assistant art director.• Modeled, rendered, textured, and animated cinematic intro bumpers for X-Men: Origins and Wolfenstein.• Designed, modeled, and rendered the primary web page art for Raven. -
Lead Character ModelerTroika Games Feb 2001 - Aug 2002Irvine, Ca• Modeled the majority of the characters for Vampire Bloodlines.• Introduced 'normal map' rendering to the project which was new at the time.
Jason Kane Skills
Jason Kane Education Details
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Bachelor Of Fine Arts (B.F.A.)
Frequently Asked Questions about Jason Kane
What company does Jason Kane work for?
Jason Kane works for Stardock
What is Jason Kane's role at the current company?
Jason Kane's current role is Senior Character Artist.
What is Jason Kane's email address?
Jason Kane's email address is ka****@****ail.com
What schools did Jason Kane attend?
Jason Kane attended College For Creative Studies.
What are some of Jason Kane's interests?
Jason Kane has interest in Education, Poverty Alleviation, Science And Technology, Human Rights, Arts And Culture, Health.
What skills is Jason Kane known for?
Jason Kane has skills like Maya, Zbrush, Texturing, Lighting, Game Development, 3d Modeling, Animation, Creative Strategy, Art Direction, Character Animation, Marketing, Computer Animation.
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Jason Kane
Sykesville, Md7acs.org, acs.org, yahoo.com, hotmail.com, yahoo.com, troweprice.com, troweprice.com5 +120288XXXXX
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Jason Kane
Atlanta, Ga -
Jason Kane
Phoenix, Az4berkadia.com, gmail.com, drake.edu, marcusmillichap.com -
Jason Kane
Greater Philadelphia2jefferson.edu, penncredit.com2 +171723XXXXX
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