David Cho is a 3d character artist based in Vancouver working in the video game industry.

Work Samples

Work History

David Cho Vancouver, BC Objective: To obtain a position that will enable me to use my skills as an experienced modeler and texture artist Summary: Accomplished 3d artist with a solid background in traditional art Over nine years of professional experience as a 3d character artist Emphasis on maintaining the highest quality and technical fidelity Diligent and self motivated with excellent work ethics Seeks challenging and innovative 3d solutions Technical Skills: 3ds Max Maya Photoshop Zbrush MudBox Unreal 3 Editor Unity Xnormals 3DCoat Perforce Hansoft Professional Experience: Microsoft, Vancouver, BC January 2012 – Present Unannounced Game (Xbox360 + Kinect) Character Artist Responsible for modeling, texturing and rigging character assets Digital Domain, Vancouver, BC October 2011 – December 2011 Modeler Jack the Giant Killer (Feature) Responsible for modeling and texturing environment assets and props Method Studios, Vancouver, BC April 2011 – August 2011 Character Artist J. Edgar (Feature) Modeled and textured characters/wardrobes and set props throughout a wide range of time periods Digital Domain, Vancouver, BC August 2010 – November 2010 Environment Artist Thor (Feature) Modeled and textured environment set-pieces in background shots Focused on maintaining the highest level of detail and realism Silicon Knights, St. Catharines, ON August 2000 – September 2009 Assistant Lead Character Artist (07/04 – 9/09) Unannounced Game (Xbox360, PS3); Too Human (Xbox360) Worked closely with art director to develop a cohesive visual style Modeled, textured and rigged on a daily basis Created complex shaders for in-game characters/props Overlooked art assets to maintain quality and technical fidelity Worked with the tech department to develop a modular character system Managed and scheduled department deadlines for on time delivery Senior Character Artist (09/02 – 07/04) Metal Gear Solid: Twin Snakes (NGC) Contributed numerous concept art and character art Tested and implemented new techniques to improve everyday work flow Served as creative and technical resource for mentoring junior artists Character Artist (08/00 – 09/02) Eternal Darkness: Sanity’s Requiem (NGC) Modeled, textured and rigged characters and props Animated and helped setup numerous cinematic sequences Created morph targets for lip-sync and facial animations Education Sheridan College, Oakville, ON September 1997 – April 2000 Diploma, Classical Animation


Sheridan College