Tre Zieman Email and Phone Number
Proficient game and VR developer with a wide range of skills and multi-platform experience, able to create thoroughlycultivated interactive experiences from scratch. Strong team member and leader, known for efficient problem-solving,succinct communication, and timely delivery of high-quality content. Combines expertise in development processes,workflow, visual programming, and asset creation with a passion for video games.
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Lead Technical ArtistPortalis Ai Jul 2023 - PresentAustin, Tx -
Co-Founder / Chief Technology Officer (Cto)Octobionic Llc Sep 2020 - PresentAustin, Texas, United StatesCollaboratively working with clients to design and build captivating immersive experiences that highlight the unique benefits of XR technology.
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Studio Technical ArtistHidef, Inc. May 2022 - Jun 2023Austin, Tx -
Senior Technical ArtistSciplay Jun 2021 - Jun 2022Austin, Tx -
Senior Technical ArtistPlaystudios Apr 2020 - May 2021Austin, Texas, United States -
Lead Technical ArtistMutual Mobile Sep 2017 - Jul 2020Austin, Texas AreaHired as Technical Artist, promoted to Creative Content Specialist, acting as Lead Designer and Architect for multiple VR and AR projects for high-end VR, AR, and mobile devices. ● Designed and created interactive systems and experiences for Virtual Reality training simulations, taking projects from concept to completion in less than 2 months with a team of 3 developers. ● Designed and created multiple Augmented Reality prototypes on several unique platforms, including Magic Leap, Android, and iOS. ● Acted as liaison for off-site contract artists, creating technical guideline and workflow documents to ensure content was created according to project specifications. ● Worked as Technical Artist alongside fellow Artists and Programmers to provide reliable integration of content into collaborative projects.
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Creative Content SpecialistMoontowervfx Jan 2016 - Jan 2019Austin, Texas AreaAs a Contractor, worked with Moontower to develop and deliver several interactive VR promotional experiences ● Created interactive systems and experiences for ‘gamified’ Virtual Reality promotional entertainment experiences, adhering to clients’ scripts. ● Worked as Technical Artist alongside fellow Artists and Programmers to provide reliable integration of content into collaborative projects. -
Principal ArtistKingsisle Entertainment May 2010 - Sep 2017Austin, Texas AreaHired as all-purpose artist, promoted to Principal Artist, serving as 'go-to' person for a variety of tasks and challenges. Duties include environment art, character art, rigging, animation, FX, lighting, and general art support. ● Modeled, textured, rigged, and animated numerous in-game character assets for multiple projects ● Created full game levels for multiple projects. Tasks involved modeling, texturing, lighting, rigging, animating art assets and assembling them in the game editor to each project's specifications ● Created special effects for in-game environments, character magic, combat, etc ● Documented art workflow and trained fellow artists in standard practices and techniques ● Animated and juxtaposed real-time cinematics, applied FX and core states for real-time playback -
ArtistRed Fly Studio Jan 2008 - May 2010Austin, Texas AreaHired as all-purpose artist, with duties including environment art, character art, rigging, animation, lighting and level-building. ● Created full game levels for multiple projects. Tasks involved modeling, texturing, lighting, rigging, animating art assets and assembling them in the game editor to designers' specifications ● Modeled, textured, rigged numerous in-game character assets for multiple projects ● Created physics-based animation sequences using the Havok system -
Senior ArtistJunction Point Studios (Disney) Jan 2007 - Jan 2008Austin, Texas AreaHired as all-purpose artist, with duties including environment art, character art, animation, and creation of original game concepts and pitch documents. ● Created character models for prototype action game targeted for Xbox 360 ● Modeled, textured, rigged, and animated numerous character and environment assets for Epic Mickey during prototype and early production phases ● Created character and environmental art assets for several prototype projects ● Created and maintained original design documents for multiple projects pitched to multiple publishers
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Senior ArtistBreakaway Games Sep 2004 - Nov 2006Austin, Texas AreaHired as one of two artists in a small production team, with responsibilities including development of art pipeline, creation of art assets, and management of external art team. ● Worked closely with production team to successfully develop several functional prototypes for entertainment titles and ‘serious game’ projects. ● Modeled, textured, rigged, and implemented numerous character, environment, vehicle, and special effects assets for multiple projects. ● Researched new technologies and documented workflow for content creation within game engine tools. ● Co-authored exhaustive naming convention and directory structure for expanding art asset library. ● Contributed to pitch materials by editing 'vibe videos', creating packaging, etc. -
Lead Environment ArtistAcclaim Studios Austin Apr 2003 - Aug 2004Austin, Texas AreaHired to lead a team of environment artists through development of The Red Star , an arcade/action game for XBOX and Playstation 2. ● Successfully led a team of 3 artists throughout the creation of real-time environments for XBOX/PS2 title ● Modeled, textured, lit, implemented approximately 1/3 of all in-game environmental artwork ● Performed various tasks throughout development (built collision meshes, created props, provided voice talent for game characters, etc.) ● Worked closely with designers and character artists to ensure quality game play -
Senior Production ArtistWolfpack Studios Jun 2000 - Apr 2003Austin, Texas AreaHired as all-purpose artist for Shadowbane , an ambitious and successful MMORPG for the PC and Mac. Responsibilities included all forms of art assets. ● Created and implemented majority of ‘macrozone’ environmental elements (terrain, plants, trees, rocks, atmospheric particles, light/fog settings, etc) ● Created underground ‘dungeon’ environments. Worked with programmers to develop dungeon system, which functions via interlocking ‘puzzle piece’ art assets. ● Created and animated a wide variety of in-game characters ● Created a large variety of set pieces, building structures, props, in-game equipment items, etc. ● Performed several game characters’ movements in motion capture studio -
3D ArtistIguana Entertainment / Acclaim Studios Austin Jul 1995 - Jun 2000Austin, Texas AreaCinematics Artist (1999-2000) Chosen to join a new in-house cinematics team, whose purpose was to provide real-time and rendered cinematic content for any Acclaim project in need. ● Animated and assembled several real-time cut scenes for multiple projects. ● Maintained and organized the conversion of cinematic content into game engine ● Trained fellow artists in the use of proprietary software (Turok Editor) Production Artist (1995-1999) Created environment and character art assets for the highly successful Turok series for the Nintendo 64.
Tre Zieman Education Details
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Computer Animation And Multimedia
Frequently Asked Questions about Tre Zieman
What company does Tre Zieman work for?
Tre Zieman works for Portalis Ai
What is Tre Zieman's role at the current company?
Tre Zieman's current role is Co-Founder / Chief Technology Officer (CTO) at OctoBionic LLC.
What schools did Tre Zieman attend?
Tre Zieman attended The Art Institutes.
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