Created and
managed art assets in both 2D (Hi - res and pixel art) and 3D (texturing backgrounds and props).
Developed in collaboration with over thirty top studios including Avalanche, Microsoft Games Studios and EA, Shotgun is being used to
manage art assets and creative teams by numerous studios including Ubisoft Sweden, Criterion Games, DICE, Avalanche Studios and OKTA.
Not exact matches
Knowledgeable use of tax strategies and laws combined with state of the
art technology permits us to quickly and efficiently
manage these
assets.
About bambooinnovator KB Kee is the
Managing Editor of the Moat Report Asia (www.moatreport.com), a research service focused exclusively on highlighting undervalued wide - moat businesses in Asia; subscribers from North America, Europe, the Oceania and Asia include professional value investors with over $ 20 billion in
asset under management in equities, some of the world's biggest secretive global hedge fund giants, and savvy private individual investors who are lifelong learners in the
art of value investing.
PERFORCE Its ability to
manage not just source code, but all the different media
assets involved in modern game development, including
art, textures, audio and video, has made Perforce a prized technology in games dev.
The Common Sense column on Saturday, about how poor financial decisions involving its endowment forced the Cooper Union for the Advancement of
Art and Science to stop offering education free of tuition, misstated the total value of
assets that hedge funds
manage.
«If people want the best things, there's not much negotiating,» said Philip Hoffman, chief executive officer of Fine
Art Fund Group, an advisory group in London that manages $ 300 million of art asse
Art Fund Group, an advisory group in London that
manages $ 300 million of
art asse
art assets.
We're tough around here, and we can take it if someone's talking behind our backs: Hilton Kramer, testy
art critic for the New York Observer, came to San Francisco on «other business,» he writes, but managed to stop in at the Museum of Modern Art, where he glanced at the Gerhard Richter show (which he'd «already suffered through at MoMA in New York») and looked both at the permanent collection (early Matisses «remain, in my opinion, SFMOMA's principal aesthetic asset») and the Ellsworth Kelly exhibition («What could be more personal than the persistent, unvarying project of self - abnegation on a monumental scale that we observe in his own most ambitious abstractions?&raq
art critic for the New York Observer, came to San Francisco on «other business,» he writes, but
managed to stop in at the Museum of Modern
Art, where he glanced at the Gerhard Richter show (which he'd «already suffered through at MoMA in New York») and looked both at the permanent collection (early Matisses «remain, in my opinion, SFMOMA's principal aesthetic asset») and the Ellsworth Kelly exhibition («What could be more personal than the persistent, unvarying project of self - abnegation on a monumental scale that we observe in his own most ambitious abstractions?&raq
Art, where he glanced at the Gerhard Richter show (which he'd «already suffered through at MoMA in New York») and looked both at the permanent collection (early Matisses «remain, in my opinion, SFMOMA's principal aesthetic
asset») and the Ellsworth Kelly exhibition («What could be more personal than the persistent, unvarying project of self - abnegation on a monumental scale that we observe in his own most ambitious abstractions?»
SPECIALTIES: 3D Character & Environment Artist: Model, (high or low poly counts), Rigging, and Skinning Level Designer: Game Engine;
managing asset, Level Lighting, materials, and particles systems Texture Artist: UV Coordinates, Map creation (texture, occlusion, normal, etc), Baking textures to models Game Designer: Conception
Art, scripting, storyboarding, design document creation