Resume

Brandon Cha
Lighting / Rendering / CG Generalist
brandonchastudio@gmail.com
/ (818) 212 – 9627

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Experience:

Lighting Artist

2016 May – Current  / SIE Santa Monica Studio / Marina Del Rey, CA

Currently responsible for Lighting 4 Full Maps & 6 Bonus Areas for God of War 4: A New Beginning

Create GI Light Build, Environment Sphere for ambient color, Capture Cubemaps, Apply Postprocess, Trigger Volumes, LUT for Color Grading

Lighting Artist / Lead Artist

2013 July – 2016 May  / The Workshop Entertainment / Marina Del Rey, CA

Responsible for Lighting 2 Full maps for Gears of War 4 (The Coalition – Microsoft Studios)

Skills in using Unreal Engine

Help set up Swarm for Light baking pipeline

Paint custom Cube maps, Apply and polish existing Skydome

Create LUT for Color grading and other aspects of Postprocess

Responsible for Lighting 5 Levels and fixing Cinematics for The Evil Within (Bethesda Softworks)

Also responsible for generating / adjusting Postprocess including Tonemap / Light map / Adding FX / Creating Light Rigs / Optimization

Skills in using IdTech Engine, also Perforce file management program

Responsible for Scheduling level art milestones / Assessing overall level quality / Managing level art team as a Lead Level Artist for Armored Warfare

Responsible for level Lighting / Postprocess including Tonemap / Level art assemble / Animation for Cinematics / Optimization for 5 Full Maps

Supervising 5 Other Maps

Skills in using CryEngine

Responsible for Lighting a scene for Oculus VR for virtual reality project using Unreal Engine

Stereo Depth Artist

2013 Apr. – 2013 July.  / Stereo D / Burbank, CA

Responsible for converting shots into stereo using compositing software, Nuke

Responsible for several shots in The Wolverine (20th Century Fox), RIPD (Universal Pictures), Percy Jackson: Sea of Monsters (20th Century Fox)

Lighting Artist

2012 May – 2013 Feb.  / Electronic Arts (Los Angeles) / Playa Vista, CA

Responsible for Lighting In-Game and Cinematics for Medal Of Honor: Warfighter & Army of Two: Devil’s Cartel

Completed 3 In-Game Levels and 3 Cinematics for Medal of Honor and 1 In-Game Level and 1 Cinematic for Army of Two.

Also responsible for Creating Skymap, Light map, Lighting related scripts, Optimization and adjusting lighting FX.

Skills in using EA’s proprietary game engine, FrostBite2, also Perforce file management program

Lead Lighting Artist / Generalist

2011 Oct. – 2012 Apr.  / Hydrogen Whiskey Studios / Santa Monica, CA

Responsible for Lighting, both In-Game and Cinematic portions of AAA Game Star Wars Kinect using Infernal Game Engine.

Responsible for Lighting entire 13-minute Game Cinematic scenes of Ice Age 4, using Maya and Furry Ball renderer.

Responsible for Modeling / Texturing of Terrain and props for AAA Game, Ice Age 4.

Lighting Artist / Generalist

2011 Aug. – 2011 Sept.  / Brainzoo Studios / Van Nuys, CA

Responsible for Lighting exterior shots, Texturing, Modeling & Sculpting environment props., Matte Painting backdrop – Stratego Game Cinematic.

Responsible for Texturing / Modeling simple props for Star Wars Kinect and bringing the assets to Infernal Game Engine for testing.

Generalist

2011 June  / Baked FX Studios / Culver City, CA

Responsible for entire commercial spot except for compositing. – Dailies Contact Lens commercial (Lighting / Rendering / Shading / Modeling / Animation)

Jr. Modeling TD

2010 Sept. – 2011 May / Rhythm & Hues Studios / El Segundo, CA

Modeled both characters and props for feature films: “Alvin and the Chipmunks 3” (costumes), “Big Miracle” (whales), and Hop (props)

Generalist

2009 / Gnomon Studios / Hollywood, CA

Provided concept textures for characters from “ + / – “ (Plus Minus), directed by Shane Acker
Provided several concept lighting test for characters from “Green Lantern”, created by Neville Page.

Education:

Gnomon School of Visual Effects
2008 – 2010 / Hollywood, CA

Certificate in High-End Computer Graphics

Ball State University
1997 – 2002 / Muncie, IN

BA, Telecommunications (News & Broadcasting)
BA, Japanese (Proficiency Level #3)

Awards:

Gnomon Best of Term
2010 – Environment 3D Category

“Alleyway to Home” – concept by Christopher Rabenhorst

View Best of Term Gallery

Gnomon Best of Term
2010 – Visual Effects Category

Grand Prize Winner – “Ider & Kit”
View Best of Term Gallery

Gnomon Best of Term
2009 – Hard Surface Modeling Category

“Cool Bike” – concept by Daniel Simon
View Best of Term Gallery

Skill Set Knowledge:

FrostBite 2 Engine, CryEngine, IdTech Engine, Infernal Engine, Infernal Game Engine, Unreal Engine, Other studios’ proprietary Engines, Autodesk Maya, Adobe Photoshop, Autodesk Mudbox, The Foundry Nuke, Adobe AfterEffects, Xnormal, Headus UV Layout, CrazyBump, Pixplant, DaVinci Resolve 12 for LUT

Other Useful Skill Sets:

Speaking fluent Japanese & Korean

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