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Sam Son
Sam Son
3D Artist, Aspiring Mech Pilot
Anaheim, United States

Summary

I am a 3D Artist/Game Developer with 9+ years of experience working in the video games industry.
In those years, I have specialized in modeling and texturing realistic modern military vehicles as well as realistic and stylized weapons, vehicles, and props for various projects.

Driven by passion for video games, I am fascinated to see and learn how the videogame-sausage is made.

When I’m away from the computer screen, you can find me training jiujitsu stress-testing middle-aged knee joints, trying out new street taco spots around town, and enjoying the company of friends and family.

Skills

Digital PaintingEnvironment Design3D ModelingHard Surface ModelingProp ModelingTexturingCharacter DesignDrawingVehicle ModelingPBR Texturing

Software proficiency

3ds Max
3ds Max
Blender
Blender
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush

Productions

    • Video Game
      Quidditch Champions
    • Year
      2024
    • Role
      Senior 3D Artist
    • Company
      Unbroken Studios
    • Video Game
      Rage 2
    • Year
      2019
    • Role
      Contract 3d Vehicle Artist
    • Company
      Ryzin LLC
    • Video Game
      Call of Duty: Infinite Warfare (DLC)
    • Year
      2016
    • Role
      Contract 3d Vehicle Artist
    • Company
      Ryzin LLC
    • Video Game
      Armored Warfare
    • Year
      2015
    • Role
      Vehicle Artist
    • Company
      Obsidian Entertainment

Experience

  • Senior Hard Surface Artist at Unbroken Studios
    El Segundo, US
    February 2018 - Present

    Responsible for concepting, modeling, and texturing of various props, vehicles, and weapons for multiple projects.

  • 3D Artist at Ryzin LLC
    US
    January 2017 - October 2017

    Responsible for creation of props, weaponry, architecture, and vehicles from start to finish. This included research, gathering references, hard-surface modeling, texturing, creating and LODs.

  • Vehicle Artist at Obsidian Entertainment
    Irvine, CA, US
    September 2014 - January 2017

    Created accurate 3D vehicles from start to end; process involved modeling, texturing with realism, creating LODs, creating two levels of destroyed states, collision meshes, and taking it into the engine to set up materials in a complex in-house shader.