Su-Cheng Wu

475 Redwood Street #1104, San Diego, CA 92103 wsuchengwu@such3d.com w 1-415-407-3243 w www.such3d.com

 
Summary and Objective

            Extensive production experiences in creating HD PS3 cinematic 3D assets. As SCEA UV and Texture Supervisor, I specialized in realism Texturing for computer generated cinematic and current generation computer games.  To date (2008), I have worked on 5 shipped SCEA titles, with experience on both big budget (Killzone E3, Lair PS3: 14 minutes) and economical budget (Socom PS2/PSP: 20 minutes) projects. Capable of hands-on production and project supervising, with proven skills in bidding, training, leading and motivating team productivity.  Using Photoshop, ZBrush and Maya camera projection to create high-resolution (4~8k), accurate, detailed, and compelling textures that follow the concept art. Created 3D models for both pre-rendered cinematic and in game models with Level of Details. Experienced in painting all textures with all correct layer breakdowns, including color, bump, specular, scatter weight, cavity and other different types of maps for different shader requirements. Substantial hands-on and supervising experience in creating all 9 different texture maps required for Mental Rayfs Subsurface Scattering Shader, for different racesf photo-realistic human face, body and hands. (NBA 2008, Socom and Lair). Co-authored the SCEA in-house SSS document. Also responsible for texturing many hero objects in extreme HD cinematic close up shots, re-paint 4k cinematic textures matching to 1k real-time maps, including Lair PS3's Hero Dragons (cinematic), human faces, armors, helmets, weapons, clothes, hanging carpets, tileable floor, landscape elements for Matte Paintings and close up rocks and cave walls.

            As an internal SCEA Texture Supervisor, I have experience working with a fully functional, on-site SCEA photography and high-end scanning, photogrammetry studio to acquire raw data that meets both the Art Directorfs vision, and apply these data in CG production.  Ifm also experienced in the execution and integration of assets produced by internal and outsourced external team. Experienced in painting texture directionfs visual communication documents, produced a lot of starter maps to speed up the teamfs work, and written many texturing pipeline and technical documents regarding realism texturing for SCEA. I also created many marketing material (not limited to texturing), able to visually sell and communicate our services to clients, ranging from SCEA PD, SCEE to SOE. I am extremely deadline conscious, work very well with producers and managers, scaling my teamfs production resources in relation to the allocated budget and meeting the appropriate quality expectation.  I attend GDC Outsource Summit annually. I am fluent in both English and Mandarin Chinese. Goal is to be an all around, high quality 3D Assets and Textures Supplier.

 
Professional Experience

Texture Supervisor, Full Time with VISA Sponsorship                                           Oct 2007 – Present

Sony Computer Entertainment America, Visual Art Service Group

Public Company: 1001 – 5000 Employees; 1st Party Computer Game Developer

 

 

Texture Lead, Full Time with VISA Sponsorship (10 months)                                 Feb 2007 – Nov 2007

Sony Computer Entertainment America, VASG: Digital Models Group

Public Company: 1001 – 5000 Employees; 1st Party Computer Game Developer

 

 

 

Texture Artist/ Modeler (1 year 4 months) 2 Continuous Contracts                          Jan 2006 – Apr 2007

Sony Computer Entertainment America, Cinematic Solutions Group

Public Company: 1001 – 5000 Employees; 1st Party Computer Game Developer

 

Created 4K Face maps for cinematic characters (Mental Ray es Subsurface Scattering Shader, 6 types of maps per character) Textured Camos, military props, gears.

 

 

 

 

 

 

 

 

Technical Knowledge Base

 

Software Skills:

Skill Name

Experience

 

Maya 

Since 2001

 

Adobe Photoshop

Adobe Illustrator

After Effect

Since 1998

Since 1998

Since 2003

 

Unfold 3D (UV)

Headus UV Layout

Since 2005

Since 2006

 

Z-Brush

Since 2005

 

Education and Honors:

 

Academy of Art University 

Bachelor of Fine Arts: 3D Computer Graphics ( 4 yrs Full-Time)

All 3 of my final projects were selected as Best Graduate Works featured in

AAU US TV Commercials 2005

 

 

Recommendations and Reference

 

gSu-Cheng is someone that I can always depend on for true leadership, artistically and professionally. His hunger to be the best inspires those around him and encourages the managers to provide the very best. He is a tremendous artist and business man with talent and passion - 2 things that are hard to come by.h

Top qualities: Great Results, High Integrity, Creative

By: Audrey Ghaemmaghami AudreyGami@aol.com

Assoc. Production Supervisor SCEA
Hired Su-Cheng as a CG Artist in 2005

 

gSuCheng is an advocate for quality and efficiency. I cannot say enough about his work ethic and tenacity for great performance. In a teamwork environment, support and communication has been his greatest contributions. His artistic and technical knowledge matched with business sense would make a great asset for any company.h

By: Emer Tanciatco emer@cox.net

Texture Artist SCEA
Currently: Art Director/ Paleo Entertainment

 

 

gSu-Cheng Wu is a pleasure to work with. He is a very efficient, innovative, and talented texture artist. He has a great eye for detail and is a great source of creative energy. He would be a valuable asset in any production environment.h

By: Paulette Richardson Pbrpdrrich@hotmail.com

Texture Artist SCEA
Currently: Full-Time Texture Artist Ubisoft-Montreal

 

 

 

Complete online public recommendations (11 to dates) from other industry professionals could be found here on linkedin.com:

http://www.linkedin.com/profile?viewProfile=&key=3737067