If you would like to contact me regarding work please email me at jgrabo20 at gmail.com
I pride myself in being an extremely driven, goal oriented, and humble artist who is willing to put in the extra effort to get the job done. I am continually striving to learn and become proficient in the latest tools and production workflows for game development and real-time experiences. I bring the competitive edge of Creation Speed, Visual Fidelity, and Performance Optimizations. Since I entered the industry I have been constantly pushing hardware to its limits to deliver quality experiences for players.
I am currently the Senior Technical Artist at Saganworks. Where we are building a new way to store, share, and learn information in digital 3d spaces. My previous position was as the Art Director at Pixo VR. Where we built industry leading virtual reality training modules. Before that position I was as an Environment/Prop Artist and Level Designer at Strength in Numbers Studios for the PC game Tuebor. Before that I was Lead Artist at Infinitap Games for the award winning Ouya/PC game Neverending Nightmares and it's sequel Devastated Dreams. I started in the industry straight out of college as principle artist at 24 Caret Games on the indiecade award winning PS3/PC game Retro/Grade.
I am a graduate from Savannah College of Art and Design with a B.F.A in Interactive Design and Game Development. I love designing and building digital worlds and bringing them to life for the user.
Released Titles I have worked on:
DC Fandome 2020 -The Joker's Escape
Pixo VR - First Responders Operations for Gas Technicians
Pixo VR - OSHA Fall Protection Module
Pixo VR - OSHA Safety Sweep Module
Pixo VR - Internal Safety Inspection for Gas Technicians
Toyotas Fantasy Football Hall of Fame VR Experience - Levi's Stadium
Tuebor - PC/Mac/Linux
Loops of Zen - iOS/Android
Neverending Nightmares - PC/Ouya/PS4
Devastated Dreams - PC
Retro/Grade - PSN/PC
National Geographics Dino Land - iOS
Specialties: I am Currently Proficient in
Maya
Photoshop
Substance Painter
Substance Designer
Quixel
zBrush
Marmoset
Unreal Engine 4
Unity
Microsoft Office
G Suite
I am responsible for creating and optimizing art asset production pipelines for real-time environments including artist workflows, standardization of assets, and creation of shader networks. Overseeing, directing, and managing other artists and out-source (domestic, and International) and their integration into the product. I am also responsible for modeling and texturing high quality assets and scenes as well as optimizing assets for use in the product that are served to different endpoints from desktop to mobile.
I was responsible for creating and optimizing art asset production pipelines for real-time environments. Overseeing and directing other artists and out-source and their integration into the content creation pipeline. I was also responsible for modeling and texturing high quality and optimizing assets for use in the product that are served to different endpoints from desktop to mobile.
Creating and optimizing art asset production pipelines for realtime VR environments. Overseeing other artists and providing feedback in order to achieve a cohesive look and high visual fidelity. I am also responsible for modeling and texturing high quality assets for use in VR projects.
I am responsible for leading the small team of artists by creating and improving pipelines and workflows. I am also responsible for modeling and texturing high quality assets for use in VR projects.
Worked with Wildlife to create a virtual reality experience for Toyota's Fantasy Football Hall of Fame at Levi's Stadium. During this project my main task was the sole texture artist. Along with creating all the textures for the scene I built out environment props along with creating trim textures and materials to be applied to the scene. I also optimized the models, textures, and aided in lighting pass.
Created environment and prop pieces to be used in game. Designed, and set dressed levels. Created in game cinematics and marketing materials for Project: Tuebor.
Lead the art team for the entire development of Neverending Nightmares and Devastated Dreams. Designed and set dressed levels. Animated characters and environments. Worked with programmers to create puzzles and interactions.
Created textures and meshes from source art. Animated dinosaurs. I also aided in the development of the proprietary animation software.
I was in charge of creating the models and textures for the backgrounds of each level along with designing, set dressing, and animating each level. I also did the modeling and texturing for the enemy and boss ships. Toward the end of the project I was tasked with creating the unlockable player ships, some of which we worked with other indie studios for cross promotion.