Website powered by
Joshua Ezzell
Joshua Ezzell
Compositor/VFX | Shading/Technical Artist | Photo/Video
North Carolina, United States

Summary

Lead on Project Autumn | Key Art artist for Sins of the Prophets | Freelance Artist | 3D Artist

Areas of experience: Digital compositing, visual effects, cinematography, photography, and some motion graphics/3D design.

My primary 3D package is Blender. I specialize in shading, procedural texturing, lighting, environment design. I am not a 3D modeler, but do plan to pursue that skill set.

I also have experience working in game design using Unreal Engine 4; cinematics, lighting, VFX, SpeedTree, texture/material shaders and some level design.

Skills

CompositingPost-productionVisual EffectsLook DevelopmentShadersPBR TexturingVideo EditingColor GradingRotoscopingWire/Rig RemovalVideo ProductionVideographyPhotographyPhoto-manipulationAudio MixingCinematicsLightingPhoto Based TexturingTexturing

Software proficiency

Blender
Blender
Unreal Engine
Unreal Engine
After Effects
After Effects
Quixel Mixer
Quixel Mixer
Quixel Suite
Quixel Suite
Premiere
Premiere
Photoshop
Photoshop
Lightroom
Lightroom
Audition
Audition
Mocha
Mocha
SpeedTree
SpeedTree
World Machine
World Machine

Reel

Productions

    • Commercial / Advertisement
      Four Feasts till Darkness Trailer
    • Year
      2017
    • Role
      Editor/VFX Artist
    • Company
      Author Christian A. Brown
    • Video Game
      Witanlore: Dreamtime
    • Year
      2017
    • Role
      Multimedia Artist | Texture/Material Artist | Lighting Artist
    • Company
      Druid Gameworks
    • Movie
      Human Revolution (Deus Ex Short Film)
    • Year
      2014
    • Role
      Secondary comp/Rotoscoping/Wire removal
    • Company
      Dcode Films

Experience

  • Multimedia Artist at Druid Gameworks
    January 2014 - Present

    My primary title is 'Multimedia Artist'. I create videos, trailers, cinematics, screenshots, and other image work. I also have other areas of overlap and have worked extensively on textures, materials shaders, SpeedTree assets and lighting for the game (as well as some level design).