Tre Zieman Email & Phone Number
Who is Tre Zieman? Overview
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Tre Zieman is listed as Co-Founder / Chief Technology Officer (CTO) at OctoBionic LLC at Portalis AI, based in Austin, Texas, United States. AeroLeads shows a matched LinkedIn profile for Tre Zieman.
Tre Zieman previously worked as Lead Technical Artist at Portalis Ai and Co-Founder / Chief Technology Officer (CTO) at Octobionic Llc. Tre Zieman holds Associate'S Degree, Computer Animation And Multimedia from The Art Institutes.
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About Tre Zieman
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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Tre Zieman work experience
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Co-Founder / Chief Technology Officer (Cto)
CurrentCollaboratively working with clients to design and build captivating immersive experiences that highlight the unique benefits of XR technology.
Studio Technical Artist
Senior Technical Artist
Senior Technical Artist
Lead Technical Artist
Hired 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.
Creative Content Specialist
As 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 Artist
Hired 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
Artist
Hired 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 Artist
Hired 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
Senior Artist
Hired 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 Artist
Hired 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 Artist
Hired 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 Artist
Cinematics 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
Frequently asked questions about Tre Zieman
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What company does Tre Zieman work for?
Tre Zieman works for Portalis AI.
What is Tre Zieman's role at Portalis AI?
Tre Zieman is listed as Co-Founder / Chief Technology Officer (CTO) at OctoBionic LLC at Portalis AI.
Where is Tre Zieman based?
Tre Zieman is based in Austin, Texas, United States while working with Portalis AI.
What companies has Tre Zieman worked for?
Tre Zieman has worked for Portalis Ai, Octobionic Llc, Hidef, Inc., Sciplay, and Playstudios.
How can I contact Tre Zieman?
You can use AeroLeads to view verified contact signals for Tre Zieman at Portalis AI, including work email, phone, and LinkedIn data when available.
What schools did Tre Zieman attend?
Tre Zieman holds Associate'S Degree, Computer Animation And Multimedia from The Art Institutes.
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