JASON ARMSTRONG

Technical Artist and Animator



TECHNICAL
ART
ANIMATION

About Me

 
I bring over 15 years of combined animation and art pipeline experience to your project.
I can help you with...
 

3D Art

Create the 3d art you need to make your game a success.

Art Tools

Create the tools that keep artists from being distracted with technicalities.

Art Pipeline

Optimize your artist efficiency and get assets into your game quickly and easily.

Mobile Apps

Write apps and tools for IOS and Android.

Frontend Dev

Develop web front ends utilizing most popular frameworks.

App Development

 
I live at the intersection of art and code. I love to develop prototypes, write apps for both web and mobile, and pursue anything that will expand my knowledge.
 

Maya tools and general art pipeline.

Unity game development and Windows desktop apps.

CGFX and GLSL shader development.

Maya API plugins.

Web front end development.

My Portfolio

 
I love to create. Here's a few things I've created.

TECHNICAL ART DEMO

Complilation of my technical art work.

ANIMATION DEMO

Complilation of my film animation work.

ANIMATION APP

A 3d animation app I created with Unity3D.

COLORSION IOS GAME

A simple game I create in Cocos2D and Objective-C.

HALFPIPE HOTSHOT GAME

A endless skater game prototype I created in Unity3d.

PERFORMANCE TEST APP

An app I created in Unity3d to dynamically change the number of skinned tris, number of bones, and number of instances in a scene to test performance on mobile devices.

UNITY MAP EDITOR

A Unity tool for creating cel based RTS game maps.

UNITY UV EDITOR

A mesh UV editing tool I wrote for Unity3D.

UNITY REFERENCE TOOL

A file referencing tool I wrote for Unity3D scene collaboration.

F5 MANDOLIN MODEL

3d model I created of one of my favoritve musical instruments.

DOG MODEL

3d model I created of my dog.

SKIN SLIDING SHADER DEMO

A shader I wrote to mimic skin sliding over bone by offsetting UVs within a masked region.

WRINKLE MAP TECH

A shader that allows up to 8 wrinkle regions. Each region is defined by an individual channel of a texture. Each region is associated with either a FACS action group or just a bone target location.

OTHER ART

Other Random pieces of art I have created.

Places I've worked

 
I've worked in the film and games industry for 20 years.

Contact Me

 
 
 
 
I love to answer questions and hear about new opportunities!



resume
 
 

jparm2@gmail.com

San Francisco, CA

facebook/jason.armstrong.9275

Linkedin